Camera tracking integration
=========================== Camera sensor size changes: - Now blender camera has got vertical sensor size property and setting to control how FOV is getting calculated (depending on aspect ratio, using horizontal sensor size or vertical only). - Made changes in game engine and uv project modifier as well - Presets should be updated (don't have settings by hand right now and the internet in debalie is really fails this year)
This commit is contained in:
@@ -215,6 +215,7 @@ void ImageRender::Render()
|
||||
{
|
||||
float lens = m_camera->GetLens();
|
||||
float sensor_x = m_camera->GetSensorWidth();
|
||||
float sensor_y = m_camera->GetSensorHeight();
|
||||
bool orthographic = !m_camera->GetCameraData()->m_perspective;
|
||||
float nearfrust = m_camera->GetCameraNear();
|
||||
float farfrust = m_camera->GetCameraFar();
|
||||
@@ -234,6 +235,7 @@ void ImageRender::Render()
|
||||
farfrust,
|
||||
m_camera->GetScale(),
|
||||
aspect_ratio,
|
||||
m_camera->GetFOVMode(),
|
||||
frustrum
|
||||
);
|
||||
|
||||
@@ -246,6 +248,8 @@ void ImageRender::Render()
|
||||
farfrust,
|
||||
lens,
|
||||
sensor_x,
|
||||
sensor_y,
|
||||
RAS_FOVMODE_AUTO,
|
||||
aspect_ratio,
|
||||
frustrum);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user