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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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.. | ||
ca | ||
mtl | ||
ns | ||
graphics_darwin.go | ||
README.md | ||
shader_darwin.go | ||
view_darwin.go | ||
view_ios.go | ||
view_macos_darwin.go |
These packages are copied from Dmitri Shuralyov's mtl packages and edited with Dmitri's permission:
github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/ca
(copied fromdmitri.shuralyov.com/gpu/mtl/example/movingtriangle/internal/ca
)github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl
(copied fromdmitri.shuralyov.com/gpu/mtl
)github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/ns
(copied fromdmitri.shuralyov.com/gpu/mtl/example/movingtriangle/internal/ns
)