Remove frustum projection mode for Camera3D #5793
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timothyqiu
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This was proposed during the development of Godot 4.0 when compatibility breaking is still okay. It's better to keep compatibility now. |
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Judging from the code, frustum projection looks the same as perspective projection + shifting the frustum, which could be made a feature of perspective projection instead of a separate mode.
https://chat.godotengine.org/channel/devel?msg=zWEfZHeOyBOrngPAt
The difference between frustum projection and perspective projection modes are:
frustum_offset
. Perspective projection can utilize this parameter too.size
, while in perspective projection it's determined byznear
andfov
. I thinksize
can be exposed when using perspective projection too if needed.Some features are also broken when using frustum projection, for example godotengine/godot#61174.
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