Incorporate viewport position into clamping in camera_system
#18242
+37
−6
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Objective
In its existing form, the clamping that's done in
camera_system
doesn't work well when thephysical_position
of the associated viewport is nonzero. In such cases, it may produce invalid viewport rectangles (i.e. not lying inside the render target), which may result in crashes during the render pass.The goal of this PR is to eliminate this possibility by making the clamping behavior always result in a valid viewport rectangle when possible.
Solution
Incorporate the
physical_position
information into the clamping behavior. In particular, always cut off enough so that it's contained in the render target rather than clamping it to the same dimensions as the target itself. In weirder situations, still try to produce a valid viewport rectangle to avoid crashes.Testing
Tested these changes on my work branch where I encountered the crash.