   [UNSOLVED] RenderMonkey: Camera is reversed, why?
  I have a two pass shader, the first one uses an active camera, so when looking at two passes I can move the first pass according to my mouse which is correct.BUT the second pass does everything in the reversed order, my vertex shader does nearly no operation except:gl_Position =  gl_Vertex;which simply uses the entire screen to render a screen aligned quad. I am looking at the front face of the vertex (checked by culling) so I have really no idea whats going.What can cause this inversion? Do I need special settings in the second pass to use the right camera? I tried to use the active camera in the second pass and I tried another camera, no effect, always this inversion of controls AND image, so original pass has a red pixel on the top left, the second pass has it as bottom right...[Edited by - Seikilos on May 8, 2009 11:28:28 AM]
  As this has absolutely nothing to do with software engineering, I'm moving it over to Graphics Programming and Theory.   