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Sync SDL3 wiki -> header
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* The GPU API uses a left-handed coordinate system, following the convention
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* The GPU API uses a left-handed coordinate system, following the convention
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* of D3D12 and Metal. Specifically:
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* of D3D12 and Metal. Specifically:
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*
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*
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* - **Normalized Device Coordinates:** The
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* - **Normalized Device Coordinates:** The lower-left corner has an x,y
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* lower-left corner has an x,y coordinate of `(-1.0, -1.0)`. The upper-right
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* coordinate of `(-1.0, -1.0)`. The upper-right corner is `(1.0, 1.0)`. Z
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* corner is `(1.0, 1.0)`. Z values range from `[0.0, 1.0]` where 0 is the
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* values range from `[0.0, 1.0]` where 0 is the near plane.
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* near plane.
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* - **Viewport Coordinates:** The top-left corner has an x,y coordinate of
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* - **Viewport Coordinates:** The top-left corner has an x,y
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* `(0, 0)` and extends to the bottom-right corner at `(viewportWidth,
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* coordinate of `(0, 0)` and extends to the bottom-right corner at
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* viewportHeight)`. +Y is down.
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* `(viewportWidth, viewportHeight)`. +Y is down.
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* - **Texture Coordinates:** The top-left corner has an x,y coordinate of
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* - **Texture Coordinates:**
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* `(0, 0)` and extends to the bottom-right corner at `(1.0, 1.0)`. +Y is
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* The top-left corner has an x,y coordinate of `(0, 0)` and extends to the
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* down.
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* bottom-right corner at `(1.0, 1.0)`. +Y is down.
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*
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*
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* If the backend driver differs from this convention (e.g. Vulkan, which has
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* If the backend driver differs from this convention (e.g. Vulkan, which has
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* an NDC that assumes +Y is down), SDL will automatically convert the
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* an NDC that assumes +Y is down), SDL will automatically convert the
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