CameraNode broken?
There seems to be an issue with the CameraNode draw implementation. This is a screen of the CameraNode draw result for a perspective projection:
This is the actual frustum (own render code):
Also, the CameraNode assumes a perspective projection, so should be reworked to accept any type of frustum matrices.
There are many redundant settings necessary to setup the CameraNode:
- setSize()
- setFarPlane()
- setNearPlane()
The frustum is already fully defined by the view and projection matrix, so these are obsolete.