Are there any differences between the
trans_world_to_clip
matrix available in shaders and the matrix generated by
render.getMat(base.camera) * base.cam.node().getLens().getProjectionMat()
in python?
Are there any differences between the
trans_world_to_clip
matrix available in shaders and the matrix generated by
render.getMat(base.camera) * base.cam.node().getLens().getProjectionMat()
in python?
They should be functionally equivalent.
However, I do believe reading somewhere there may be a difference when using DirectX due to the way matrices are handled.
You can always do some tests.