Comments (5)
Oh actually I'll flip the uv in the shader so the REGL and WebGPU renderers are more similar, which was what led me to remove the flipY in the first place
from matrix.
D'oh! ๐คฆ Thank you!
from matrix.
Spent some time poking around, and I decided I'll try to flipY in REGL and in WebGPU.
Future updates to the project may reveal that my existing code hides some coordinate system differences, but that can't hold up this bugfix!
from matrix.
Fixed!
A bunch of stuff had been broken by that "removing flipY" commit, oops. Now the WebGPU and REGL projects are both in a better spot. Thanks for reporting the issue!
from matrix.
Woot! Sure thing! Thanks for investigating & fixing! ๐
from matrix.
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