feature/imgui-sdl
Last change
on this file was bf4744d, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago |
Updates notes and move all the documentation / todo files into a new docs/ folder
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1 | In opengl, (-1, -1) is lower left
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2 | In vulkan, it is upper left, so I set the projection matrix [1][1] cell to -1 to flip the y-axis and make it match opengl
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3 |
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4 | depth ranges ([-1, 1] in OpenGL, [0, 1] in Vulkan)
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5 |
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6 | Vulkan coordinates:
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7 | X+ points toward right
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8 | Y+ points toward down (but I flip it in vulkangame in the perspective matrix to point up)
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9 | Z+ points toward inside the screen
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10 |
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11 | In opengl, all 3 coordinates range from -1 to 1
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12 |
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13 | For the perspective matrix, after the vertex shader finishes, the x, y, and z of the final point are automatically divided
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14 | by the w. For testing the projection matrix in the console, I could do that manually as well.
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