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Bug with position in 360° equirectangular recording option

See original GitHub issue

TLDR: All 6 camera positions in the 360° equirectangular recording options need to be moved back by 0.610 blocks.

A small change needs to be made to the 360° equirectangular recording option, the camera needs to be moved backwards by 0.610 blocks. This is because Minecraft’s camera sphere (The furthest away area that the game’s camera can move to) is 0.610 blocks big. This is fine for normal recording, as it simulates your head being slightly ahead of your body’s core, but for 360° recordings, it is a problem that needs to be fixed.

In case my words aren’t clear enough, here is a demonstration that I took using version 3.6.1-ShaderSync.

The coordinates for this first image are X: 401.0, Y: 126.610, Z: -5.5

X: 401.0, Y: 126.610, Z: -5.5

As you can see in this image, the camera facing down is perfectly inside the block, despite the fact that it should be 0.610 above the block. This is how I determined that the camera needs to be moved back by 0.610 blocks.

The coordinates for this second image are X: 401.0, Y: 126.611, Z: -5.5

X: 401.0, Y: 126.611, Z: -5.5

Here I have moved the camera 0.001 blocks upwards, and now the camera is 0.001 blocks away from the block below the camera. Again, the Minema’s camera position here is 0.611 blocks above the grass, but it appears 0.001 blocks away because of this bug.

You can also see in this image that the cobblestone block closest to the camera has been chopped in half. This is because this bug applies to all 6 rotations. This is also why none of the positions line up.

The coordinates for this third image are X: 401.5, Y: 126.8, Z: -5.5

X: 401.5, Y: 126.8, Z: -5.5

This is a best-case scenario. The camera in Minema has been moved multiple blocks above the grass below it, so that hopefully the effect is less noticeable, however you can still definitely see the bug.

The cobblestone block from the second picture has also been fixed, however, this is because Minema’s camera position has been set to be in the middle of the block, because of course, the edges of the frames are at 45° and so the edge of the block is all within one frame.

If you guys need any more info to fix this issue, please ask. I am happy to provide them.

Issue Analytics

  • State:closed
  • Created 2 years ago
  • Comments:6

github_iconTop GitHub Comments

2reactions
ghostcommented, Jul 15, 2021

Thanks for your recognition, but it‘s not necessary I think. My name is already in the author list, so I think that’s enough for me. 😃

2reactions
ghostcommented, Jul 14, 2021

Sorry, no offense, but this issuse is caused by this code in your shaderpack

position = gbufferModelView * position;
position.z += 0.1;
position = gbufferModelViewInverse * position;

And about the first image, this is because OpenGL discards samples with a depth less than a specific value, for Minecraft this value is 0.05 (after linearization). I can’t fix it, sorry.

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