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by p0nce
1340 days ago
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You are right, it is what I did when I was working on a planetary rendering system. Drawing a plane would happen far from the Earth origin, and it would show in the shader computations especially specular highlights.
The new origin was at the Earth surface I think.
However it's not trivial, all shaders need to change, and having things in world space is useful in your shaders. And now eg. you need to convert light positions into that local space.
So likely it wouldn't make sense in the context of Godot. |
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