Mention the need for Flip Faces when using QuadMesh for post-processing (#6818)

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Clay John
2023-02-24 23:24:06 +01:00
committed by GitHub
co-authored by Hugo Locurcio
parent 16eacf62c8
commit c591c416e2
@@ -33,13 +33,14 @@ shader and to access the depth texture of the scene. Next, use a vertex shader
to make the quad cover the screen at all times so that the post-processing
effect will be applied at all times, including in the editor.
First, create a new MeshInstance3D and set its mesh to a QuadMesh. This creates a quad
centered at position ``(0, 0, 0)`` with a width and height of ``1``. Set the width
and height to ``2``. Right now, the quad occupies a position in world space at the
origin; however, we want it to move with the camera so that it always covers the
entire screen. To do this, we will bypass the coordinate transforms that translate
the vertex positions through the difference coordinate spaces and treat the vertices
as if they were already in clip space.
First, create a new MeshInstance3D and set its mesh to a QuadMesh. This creates
a quad centered at position ``(0, 0, 0)`` with a width and height of ``1``. Set
the width and height to ``2`` and enable **Flip Faces**. Right now, the quad
occupies a position in world space at the origin. However, we want it to move
with the camera so that it always covers the entire screen. To do this, we will
bypass the coordinate transforms that translate the vertex positions through the
difference coordinate spaces and treat the vertices as if they were already in
clip space.
The vertex shader expects coordinates to be output in clip space, which are coordinates
ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right