my scene is rendered upside down
I have a problem with the rendering of a scene that I'm developing for a small project. It appears that my scene is actually rendered upside down and I can't figure out why.
You can see that the option button is actually rendered with the right orientation, while the rest of the scene is not. I tried to simply invert the y coordinate of the position returned by the shader but it messes up with the movement of the brown cube.
This is the shader that I wrote:
#ifndef GL_ES
#version 330
#endif
uniform mat4 u_projectionMatrix;
uniform mat4 u_viewMatrix;
uniform vec3 u_scale;
uniform mat4 u_rotation;
uniform vec3 u_position;
uniform vec2 u_textureScale;
uniform vec2 u_textureOffset;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
varying vec4 v_position;
varying vec4 v_normal;
varying vec2 v_texCoords;
void main()
{
// Not sure why some vec4's need 0 or 1, since it's the w-coordinate (shouldn't this always be 1 prior to applying the projection matrix?).
v_position = vec4(u_position, 0) + (u_rotation * (a_position * vec4(u_scale, 1)));
v_normal = normalize(u_rotation * vec4(a_normal, 0));
v_texCoords = (a_texCoord0 * u_textureScale) + u_textureOffset;
gl_Position = u_projectionMatrix * u_viewMatrix * v_position;
//gl_Position.y = -gl_Position.y;
}
This is the code for the camera:
public void create() {
...
_camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
_camera.translate(0, -10, 20);
_camera.lookAt(new Vector3(0,0,0));
_camera.near = 0.1f;
...
}
Can anybody help?
EDIT: Changing the y coordinate of the up vector fixes the orientation problem with the scene but makes the button disappear, like it's not rendered. Here's the code that I use to draw the options button:
public void create() {
//camera code and other initialization stuff...
// Create new stage for the ui.
toggleOptions = new Stage();
// Add a menu button.
Table toggleBtn = new Table(skin);
toggleOptions.addActor(toggleBtn);
initUI();
...
}
private void initUI(){
final TextButton toggleMenuButton = new TextButton("Options", skin);
menuWidgets.put("toggleMenu", toggleMenuButton);
toggleMenuButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
// Toggle the menu.
showMenu = !showMenu;
}
});
// Set up button so that is appears in the bottom center of the screen (with some padding).
toggleMenuButton.setPosition((Gdx.graphics.getWidth() / 2.0f) - toggleMenuButton.getWidth() / 2.0f, padY);
toggleMenuButton.setWidth(toggleMenuButton.getWidth() + padX);
// Add the toggle button.
toggleOptions.addActor(toggleMenuButton);
}
public void render() {
...
toggleOptions.act();
toggleOptions.draw();
...
}
EDIT 2: Ok, the issue was that the button was rendered behind the plane and the cube because the draw call was misplaced (it was supposed to be the last call, but instead I called it before the plane draw and cube draw). Thanks for the help, everyone.
_camera.setOrientation(180.0f,0.0f,0.0f,1.0f)
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