fix y inversion. camera now feels totally correct

This commit is contained in:
Dustin Carlino 2019-01-22 17:48:49 -08:00
parent f896e92d25
commit fa075766cc
2 changed files with 6 additions and 3 deletions

View File

@ -66,9 +66,11 @@
## Switch to OpenGL (for speed)
- get things running again
- simplify camera math drastically
- render text
- calling draw way too frequently
- circles, arrows, other disabled things
- forking
- render text
- change ezgui API to allow uploading geometry once
- undo the y inversion hacks at last!
- probably use f32, not f64 everywhere

View File

@ -18,5 +18,6 @@ void main() {
// Translate that to clip-space or whatever it's called
float x = (screen_x / window[0] * 2.0) - 1;
float y = (screen_y / window[1] * 2.0) - 1;
gl_Position = vec4(x, y, 0.0, 1.0);
// Note the y inversion
gl_Position = vec4(x, -y, 0.0, 1.0);
}