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Últimos mensajes - Página 898

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TheEmu
Desde en Jul 2012
7424 posts

Flipped

Espacio de nuevos usuarios
December 16, 2019, 16 respuestas
I think it was just a ***** mistake that was made when the full screen mode was first created and is now so well established that it would be far more trouble to fix than it is to just leave it as it is. If it was fixed then all of the scenes that correct for it would need to be updated - in my case that is thousands of them.

I can think of two possible reasons why the problem exists.

1) The way the screen coordinates are defined has the Y coordinate increasing from the top of the screen to the bottom but in each clip they run in the opposite direction. You can see this if you use a simple shader that does nothing to a clip - the result is that the clip is displayed upside down. It is possible that a mistake was made when correcting for this - e.g. the transform V => 1.0-V was applied to a position vector rather than just to its Y component.

2) It is noticeable that in the scenes that Totem initially supplied the camera was placed at a positive Z coordinate looking in the -Z direction and that this has become the de-facto standard. If you do the opposite then by default you will be looking at the other side of any clips in the scene and any writing or any other left-right asymmetry will be the right way round without the need for any correction - i.e. we may be looking at the back of the clips. However, if you do change the view direction in this way then any other scene elements such as the background, will then be flipped instead.