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566957dc1c
Instead of using a negative height in the viewport, invert the Y direction at the vertex shader. This is a little more readable as a negative height is hacky. This is a preparation for DirectX 12. DirectX 12's coodination system is very similar to Metal, but doesn't treat a negative height in its viewport unfortunately. Updates #1007 |
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.. | ||
metal | ||
opengl | ||
compositemode.go | ||
filter.go | ||
graphics.go |