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[Impeller Scene] Convert vertex positions to match Impeller's clip space orientation #38174
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chinmaygarde
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Dec 10, 2022
std::function<void(Scalar* destination, | ||
const void* source, | ||
const ComponentProperties& component_props, | ||
const AttributeProperties& attribute_props)>; | ||
struct AttributeProperties { |
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Just noticed this, but, can we zero these out by default?
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Done. I forget to do this a lot, I wonder if there's a clang-format lint that can help.
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…'s clip space orientation (flutter/engine#38174)
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…'s clip space orientation (flutter/engine#38174)
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…'s clip space orientation (flutter/engine#38174)
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…'s clip space orientation (flutter/engine#38174)
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…'s clip space orientation (flutter/engine#38174)
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…116843) * 6b1c0c23f [Impeller Scene] Convert vertex positions to match Impeller's clip space orientation (flutter/engine#38174) * 41ec2804a Roll Fuchsia Linux SDK from rRJIjuO-dPNCpCTd9... to 8O5rMR_ehMaL3YhZ5... (flutter/engine#38177) * 3dfd13f1d Roll Skia from 1b194c67700e to 491f5c134f76 (2 revisions) (flutter/engine#38182) * 690f0e81c Fix sampler offsets (flutter/engine#38170) * f24f2cc0a Roll Skia from 491f5c134f76 to 0d482f9fa8b3 (1 revision) (flutter/engine#38183) * fbb79e704 [Impeller Scene] Refactor Nodes/Meshes for simplicity and GLTF compatibility (flutter/engine#38180)
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…lutter#116843) * 6b1c0c23f [Impeller Scene] Convert vertex positions to match Impeller's clip space orientation (flutter/engine#38174) * 41ec2804a Roll Fuchsia Linux SDK from rRJIjuO-dPNCpCTd9... to 8O5rMR_ehMaL3YhZ5... (flutter/engine#38177) * 3dfd13f1d Roll Skia from 1b194c67700e to 491f5c134f76 (2 revisions) (flutter/engine#38182) * 690f0e81c Fix sampler offsets (flutter/engine#38170) * f24f2cc0a Roll Skia from 491f5c134f76 to 0d482f9fa8b3 (1 revision) (flutter/engine#38183) * fbb79e704 [Impeller Scene] Refactor Nodes/Meshes for simplicity and GLTF compatibility (flutter/engine#38180)
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GLTF geometry follows a right-handed coordinate system where +z is model "front" and +y is model "top". Impeller has a left-handed clip space. Inverting Z is the simplest and most predictable conversion with respect to a default camera orientation such that model "right" is towards the right side of the viewport (+x in Impeller clip space) and model "top" is towards the top of the viewport (+y in Impeller clip space).
Also refactors the VerticesBuilder to support more specific behaviors (we'll need more AttributeWriter procs soon, like for tangents).
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After: