Store view environment map rotation in LightProbesUniform and remove EnvironmentMapUniform#24095
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I suspect we can remove the uniform by moving rotation to LightProbe. Also, |
EnvironmentLightMap in a cameraLightProbesUniform and remove EnvironmentMapUniform
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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I’ve verified that the quat rotation formula looks correct (although a second pair of eyes wouldn’t hurt there 😅) and that the desired examples run and look as they did previously. I’m assuming the performance impact is minimal? Happy to remove a uniform buffer though to get further under the new webgpu limits.
Also +1 to adding a migration guide for the public facing changes!
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Hmm, I think rotating before negating z is incorrect: _20260504_162240.webmRotating after negating z: _20260504_162112.webmShouldn't the environment map appear backward (left-handed) when viewed in a mirror? Debug texture: |
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Alright, the second behavior is consistent with 0.18. Edit: Rotation needs to be inversed. Now it should be correct. |
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Broken by the force push noted in #24130; you'll need to clean up the Git history per @cart's message. |
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I moved it because changing the mesh view binding but forgetting to changing it was a footgun - it took me a while to find the cause.
Objective
Fixes #24084 (comment)
Also fixes
EnvironmentMapLight::rotationif it is attached to a view.Solution
Store view environment map rotation in
LightProbesUniformand removeEnvironmentMapUniformTesting
The examples works: