diff --git a/Source/Engine/Graphics/RenderTask.cpp b/Source/Engine/Graphics/RenderTask.cpp index 8a10a0444..3527c8627 100644 --- a/Source/Engine/Graphics/RenderTask.cpp +++ b/Source/Engine/Graphics/RenderTask.cpp @@ -403,6 +403,9 @@ void SceneRenderTask::OnEnd(GPUContext* context) View.PrevView = View.View; View.PrevProjection = View.Projection; View.PrevViewProjection = View.ViewProjection(); + + // Remove jitter from the projection (in case it's unmodified by gameplay eg. due to missing camera) + View.Projection = View.NonJitteredProjection; } bool SceneRenderTask::Resize(int32 width, int32 height) diff --git a/Source/Engine/Graphics/RenderView.cs b/Source/Engine/Graphics/RenderView.cs index 72cfe3577..f83779a43 100644 --- a/Source/Engine/Graphics/RenderView.cs +++ b/Source/Engine/Graphics/RenderView.cs @@ -30,6 +30,7 @@ namespace FlaxEngine Frustum = new BoundingFrustum(ref viewProjection); Matrix.Invert(ref viewProjection, out IVP); CullingFrustum = Frustum; + NonJitteredProjection = Projection; } ///