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authorskal <pascal.massimino@gmail.com>2026-03-08 11:36:04 +0100
committerskal <pascal.massimino@gmail.com>2026-03-08 11:36:04 +0100
commitba7ea27ddee4398afa98a0e45b9e227bbcfae906 (patch)
tree09f8bb60c324aad53c829d79f50f56497cd1d7be /doc/SPECTRAL_BRUSH_EDITOR.md
parent1ad5057ce8e68e57340aae3442b2c6b787409ad3 (diff)
fix: negate Y in perspective() to correct rasterized 3D orientation
The fullscreen post-process VS uses Y-up UVs (uv.y=0 = bottom), so textureSample() Y-flips any rasterized offscreen texture. SDF effects author their content Y-down and look correct after the flip. Rasterized effects (RotatingCube, Hybrid3D) must pre-flip their geometry: - mat4::perspective(): m[5] = -t (negated Y scale) - Pipelines with cullMode=Back: frontFace = WGPUFrontFace_CW (Y-flip reverses winding, so CW becomes the visible face) - Remove incorrect transposes from GlobalUniforms::make(), ObjectData::make(), and Uniforms::make() — mini_math is column-major, no transpose needed for GPU upload - Document the convention in doc/3D.md under "Rasterized 3D and the Y-flip rule" handoff(Gemini): Y-flip rule now documented; all rasterized 3D pipelines must follow it. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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