Add option to configure the scene world space coordinate system#65
Add option to configure the scene world space coordinate system#65jdswebb wants to merge 1 commit intoNVIDIAGameWorks:mainfrom jdswebb:configurable-coordinate-system
Conversation
|
Everything looks good. Could you also squash your changes in a separate branch and force push the squashed commit to this topic branch? |
Sure, I didn't do that already as I assumed you would just use the Github squash/merge. Is the problem that you don't want the verbose description of the PR becoming the commit message? If so shall I just title the squashed commit with the title of this PR? |
I went ahead and did it this way, but if you wanted something else just let me know. |
The reason is we want to keep your name on the commit, because I need to cherry-pick your change and run some tests then merge here. If I squash on my side, the final merge submit will under my name which is not good. At the same time, we also want to keep the commit history clean so something like "Minor fixes" will not appear in the history. |
OK thanks a lot! |
|
We have started tests, will let you know as soon as it gets merged |
|
Passed internal tests and merged. |
|
Hi. I'm project lead on Max Payne Remixed. The capture Left-handed setting has no effect in Max Payne, it used to work before, last summer. But it hasn't been working for quite some time now. Can you please look into it @jdswebb ? If there's a simple fix, I would very much want to learn about it, rather than waiting until the next big Remix update. I posted a report about this on the combined issues page, but I wasn't able to tag you for a comment James. I can provide any files needed for troubleshooting. On behalf of my team and myself, assistance would be highly appreciated! Thank you! EDIT: I just found that left-handed capping works on DXVK Build 265 |
Description
Fixes NVIDIAGameWorks/rtx-remix#432.
SceneManager::calculateSceneRight()assumed a right-handed coordinate system, which meant it computed the wrong value for games using a left-handed coordinate system.This change adds an option
leftHandedCoordinateSystemwhich makes the world space coordinate system configurable. I have exposed this option on the developer GUI alongside thezUpoption.Testing
Tested in Star Wars Galaxies which uses a left-handed coordinate system. The terrain baking previously failed due to the incorrect value computed by
SceneManager::calculateSceneRight():Now works with the option enabled: