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Camera.CalculateObliqueMatrix

Discussion in 'Documentation' started by Sharlatan, Feb 20, 2016.

  1. Sharlatan

    Sharlatan

    Joined:
    Jul 23, 2013
    Posts:
    111
    I think this site could use some more information: http://docs.unity3d.com/ScriptReference/Camera.CalculateObliqueMatrix.html
    • Firstly, it's not entirely clear if you have to pass in the plane in world or camera space.
    • Secondly, an explanation of how exactly to represent the plane as Vector4 would have been very helpful. I'm sure it's clear for most people but I never had to represent a plane as Vector4 yet and wasn't sure of the conventions on how to represent this. I finally got my answer by doing some testing and finding an old XNA documentation entry (https://msdn.microsoft.com/en-us/library/bb195823.aspx) through google. But in my mind that's exactly what the documentation should be for: Spare me the time consuming task of doing online research and testing just to figure out how an engine related function exactly works.
      But I admit that I'm really not experienced in this topic and maybe it's just such common knowledge it hasn't to be mentioned in the documentation.

    Thanks for considering extending the documentation on this!
     
    PhilippG likes this.