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| author | skal <pascal.massimino@gmail.com> | 2026-03-29 01:50:47 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-29 01:50:47 +0100 |
| commit | a178de4e8680051925af9454b140343bf7eae214 (patch) | |
| tree | e7c8cf472fb2ebe49ab015b2e3aecf61d2c3c6d6 /src/3d/renderer.h | |
| parent | 70b77307a9a9ee4fdff23f783e041fe49e60e100 (diff) | |
fix(3d): restore correct orientation in test_3d_render (direct-to-surface)
Add Renderer3D::set_direct_render(bool) flag (must be set before init()).
When true, uses standard CCW winding and un-negates perspective Y, restoring
the pre-ba7ea27 orientation for direct-to-surface rendering where the
post-process Y-flip is absent.
handoff(Gemini): set_direct_render() is the escape hatch for any future
renderer usage that bypasses the post-process chain.
Diffstat (limited to 'src/3d/renderer.h')
| -rw-r--r-- | src/3d/renderer.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h index 11a7931..8f933b5 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -78,6 +78,10 @@ class Renderer3D { bvh_enabled_ = enabled; } + // Call before init(). When true, renders directly to surface (no post-process + // Y-flip): uses standard perspective (Y not negated) and CCW winding. + void set_direct_render(bool v) { direct_render_ = v; } + struct MeshGpuData { WGPUBuffer vertex_buffer; WGPUBuffer index_buffer; @@ -120,6 +124,7 @@ class Renderer3D { BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading bool bvh_enabled_ = true; + bool direct_render_ = false; // true = render to surface (no post-process flip) std::map<AssetId, MeshGpuData> mesh_cache_; const MeshGpuData* temp_mesh_override_ = nullptr; // HACK for test_mesh tool |
