Camera related documentation needs improvement regarding touch/screenspace
See original GitHub issueIssue details
Camera.unproject does not return original value
Reproduction steps/code
public void create() {
Vector2 tmpvec = new Vector2();
tmpvec.set(0, 0);
Stage stage = new Stage(new ScreenViewport());
stage.stageToScreenCoordinates(tmpvec); // has the correct screen coords;
stage.screenToStageCoordinates(tmpvec);
System.out.println(tmpvec); // prints (0, -1), should be (0, 0)
}
Due to the following line in Camera (-1 at the end):
Intended?
Version of LibGDX and/or relevant dependencies
1.9.10
Issue Analytics
- State:
- Created 4 years ago
- Comments:12 (6 by maintainers)
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Top GitHub Comments
OpenGL for reference, specifically gluProject and gluUnProject, compiled and run on Arch Linux/Mesa 3D.
gluProject — map object coordinates to window coordinates
gluUnProject — map window coordinates to object coordinates
The window size is 300x300, and (0,0) is the point at the centre of the screen.
@mark6412 Don’t ask for help on an issue tracker. See: https://github.com/libgdx/libgdx/wiki/Getting-help
Seems a bit unfortunate to need to think about touch space coordinates. Ideally we’d have only screen space and world space.