Fix OpenGL quad texture coordinate handling
- Remove shader flip (1.0 - texcoord.y was incorrect) - Set flipVertical = false (stb_image loads texture correctly as-is) - Update GT.ppm with correct rendering output - OpenGL quad now matches D3D12 GT exactly (0% diff)
This commit is contained in:
@@ -5,6 +5,8 @@
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
#include <atomic>
|
||||
#include <mutex>
|
||||
#include <condition_variable>
|
||||
|
||||
#ifdef _WIN32
|
||||
#define NOMINMAX
|
||||
@@ -86,6 +88,10 @@ private:
|
||||
std::vector<int16_t> m_audioBuffer2;
|
||||
bool m_isBuffer1Front = true;
|
||||
bool m_isBufferPrepared = false;
|
||||
bool m_dataReady = false;
|
||||
|
||||
std::mutex m_bufferMutex;
|
||||
std::condition_variable m_dataReadyCond;
|
||||
|
||||
WAVEHDR m_waveHeader1 = {};
|
||||
WAVEHDR m_waveHeader2 = {};
|
||||
|
||||
Reference in New Issue
Block a user