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The camera bakes the Vulkan Y-flip into the projection matrix, so no extra Y-inversion is needed when converting NDC to screen pixels. This matches the convention used by the nameplate and minimap marker code. The old formula double-flipped Y, causing chat bubbles to appear at mirrored positions (e.g. below characters instead of above their heads). |
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| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||