McManning / McManning/Coherence
Orthogonal camera culls nearby objects
Nobody has claimed this yet.
- Dominant language
- Python
- Stars
- 30
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
When zooming in/out with an orthogonal camera, objects are culled improperly. This is because the camera position is also moving towards/away from origin (not just .orthogonalSize changes) which will cause objects to be behind the camera.
Need to figure out a better algorithm for this to position the camera, update .orthogonalSize, and still keep it accurate to Blender's viewport.
Note that this also seems to be standard Unity behaviour in the scene view for most cameras.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the orthogonal camera positioning, .orthogonalSize updates, and culling behavior described in the issue. Compare the result with Blender's viewport and Unity's scene view while zooming in and out. Done means nearby objects remain visible and the camera position and orthogonal size stay accurate to the viewport.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, python, unity
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100