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Calculate real position of Orthographic Camera


Quadear
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If someone is thinking that it can't be done, because by definition, an orthogonal camera has no view FOV Angles, you just set the min max for every axes, sadly, I agree with you.

But I need a solution : I'm building rays to mousepick elements in my scene, but theses rays are built using the camera's position, not the "visual position" so all the distances returned using the scene.mousepick function are visually wrong (even though it's technically true, they are just using a camera position that differs from what the user sees).

If you have any ideas on how to solve this problem ... :)

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