- 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)
- 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)