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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 /src/effects/rotating_cube_effect.h
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>
Diffstat (limited to 'src/effects/rotating_cube_effect.h')
-rw-r--r--src/effects/rotating_cube_effect.h5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/effects/rotating_cube_effect.h b/src/effects/rotating_cube_effect.h
index 920be5c..fb321fa 100644
--- a/src/effects/rotating_cube_effect.h
+++ b/src/effects/rotating_cube_effect.h
@@ -29,12 +29,9 @@ class RotatingCube : public Effect {
float aspect_ratio;
float _pad;
- // Transpose matrices: mini_math is row-major, WGSL expects column-major.
static Uniforms make(const mat4& vp, const vec4& cam_pos_time,
const vec4& p, const vec2& res, float asp) {
- return {mat4::transpose(vp), mat4::transpose(vp.inverse()),
- cam_pos_time, p,
- res, asp};
+ return {vp, vp.inverse(), cam_pos_time, p, res, asp};
}
};
static_assert(sizeof(Uniforms) == 176, "Uniforms size mismatch");