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:
2026-03-22 13:00:10 +08:00
parent 70571d11df
commit a399eeec26
2 changed files with 26 additions and 8 deletions

View File

@@ -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 = {};