@@ -143,7 +143,7 @@ where
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C : LightProbeComponent ,
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{
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// The transform from world space to light probe space.
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- light_from_world : Mat4 ,
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+ light_from_world : Affine3A ,
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// The transform from light probe space to world space.
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world_from_light : Affine3A ,
@@ -543,7 +543,7 @@ where
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) -> Option < LightProbeInfo < C > > {
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environment_map. id ( image_assets) . map ( |id| LightProbeInfo {
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world_from_light : light_probe_transform. affine ( ) ,
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- light_from_world : light_probe_transform. to_matrix ( ) . inverse ( ) ,
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+ light_from_world : light_probe_transform. affine ( ) . inverse ( ) ,
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asset_id : id,
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intensity : environment_map. intensity ( ) ,
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affects_lightmapped_mesh_diffuse : environment_map. affects_lightmapped_mesh_diffuse ( ) ,
@@ -633,7 +633,7 @@ where
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// Transpose the inverse transform to compress the structure on the
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// GPU (from 4 `Vec4`s to 3 `Vec4`s). The shader will transpose it
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// to recover the original inverse transform.
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- let light_from_world_transposed = light_probe. light_from_world . transpose ( ) ;
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+ let light_from_world_transposed = Mat4 :: from ( light_probe. light_from_world ) . transpose ( ) ;
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// Write in the light probe data.
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self . render_light_probes . push ( RenderLightProbe {
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