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Allow order-independent calls to Render, Pick, and CheckForInteractiveObjects when using Cameras
At the moment we need to call SceneRenderer.Render before we can use a ScenePicker or a SceneInteractionHandler, because ScenePickers and SceneInteractionHandlers get the view and projection matrices from the RenderContext.
This also may cause unexpected behavior right now, if there is more than one camera in the scene.
- [ ] Make #413 pass CI and merge
- [ ] Replace current ScenePicker with new RaycastPicker at all occurrences of ScenePicker.
- [ ] Double-check that RaycastPicker does not operate on RenderContext.
- [ ] Test with arbitrary numbers, cobinations and diferent types (ortho/perspective) of cameras