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License: MIT License
Brunetons ocean in Unity
License: MIT License
If the camera is pointed EXACTLY upwards or downwards, such that direction == Vector3(0,1,0)
or Vector3(0,-1,0)
then the projection will fail and the interpolation matrix is filled with NaN values.
This happens because of the following line of code:
This should become the following code:
Vector3 zaxis = (position - target).normalized;
Vector3 xaxis = Vector3.Cross(up, zaxis).normalized;
if (Mathf.Approximately(xaxis.magnitude, 0f))
{
up = Vector3.right;
xaxis = Vector3.Cross(up, zaxis).normalized;
if (Mathf.Approximately(xaxis.magnitude, 0f))
{
up = Vector3.forward;
xaxis = Vector3.Cross(up, zaxis).normalized;
}
}
Vector3 yaxis = Vector3.Cross(zaxis, xaxis);
Basically, if the cross of zaxis and up is a zero vector, then pick right arbitrarily. If THAT is still somehow 0, then pick forward. The extra check to forward isn't really necessary but it's the standard pattern for LookAt.
Hi,
Thanks for this wonderfull ocean. It's allot better than other i've used.
But i've mentioned there is a issue in the prjojected grid. I've mentioned that the grid moves with the camera itself, but does not stick to the position when it's drawn. So when you move around, you will see that the grid is moving with the camera. This causes a ripple effect somehow when moving around.
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