Working with ortho camera with rendercam extension [SOLVED]

I’m trying to do post processing using the rendercam lib, thing is im having troubles (a lot) to setup a quad to use as the post process quad. Thing is, whenever i have a rendercam cam object setup as an ortho cam in a scene like this:

it gives me this:

i can use the ortho scale, but idk yet if it will affect the resolution of the quad’s texture (that is, the current frame). Is there a way to scale the quad so it fits the whole screen? im looking at other libs like horri-fold to know what was done to get their stuff the right way, tho most post-process projects are done using orthographic lib or just the raw defold camera component. Its my first time messing with post processing in defold, any help is gratelly appreciated.

UPDATE: yes it does mess up the texture if you alter the ortho scale:
Original:

Texture after ortho scale set to 0.002:

Still, i need a way to fit the quad to the screen similar to other examples like horri fold and others, tho im in research on how to do just that but in rendercam. My game is fully 3D so theres no way out unless using rendercam or defold standard camera but jeez, i sure am better with rendercam

It’s a bit hard to understand your problem with just these screenshots, but for postprocessing the typical process is to render the game to a render target with the same size as your viewport, attach that texture to a quad and render that quad with a shader that does the postprocessing. If your problem is that your quad isn’t covering the entire viewport you can scale your quad with the window size or use a vertex shader for the postprocessing pass that doesn’t project the vertices with any matrix.

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the problem is that i cant make the quad fit to the screen. I will try to use the vertex shader like u suggested, i tried ajusting the ortho scaling and even resizing the quad (messing with its vertices in blender). The main thing that is roadblocking me is that both the ortho scalling solution and altering the vertices position affects drastically on the texture resolution.

also, note how not doing anything at all and just use the plain ortho default configurations just shows a (really, reaaaallly) tiny quad to the screen:
image

Use the “builtins/assets/meshes/quad_2x2.dae” and render it using a separate predicate with indentity projection. That’s all you need to do.

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Thank u so much britzl!!! It is working now:

the only problem is that an image 1280x720 is really low texture. Im worried on how will the frames be displayed in such a thing