Title: Correctly implement background fullscreen quad. by tychedelia · Pull Request #50 · processing/libprocessing · GitHub
Open Graph Title: Correctly implement background fullscreen quad. by tychedelia · Pull Request #50 · processing/libprocessing
X Title: Correctly implement background fullscreen quad. by tychedelia · Pull Request #50 · processing/libprocessing
Description: Previously, we were just creating a quad in world space that matched the size of our surface, which worked fine for ortho projections. However, this is mega broken for perspective projection. Instead, we compute inverse ndc coords on the CPU so they get correctly transformed back into ndc in the vertex shader, which makes everything just work in either case!
Open Graph Description: Previously, we were just creating a quad in world space that matched the size of our surface, which worked fine for ortho projections. However, this is mega broken for perspective projection. Inste...
X Description: Previously, we were just creating a quad in world space that matched the size of our surface, which worked fine for ortho projections. However, this is mega broken for perspective projection. Inste...
Opengraph URL: https://github.com/processing/libprocessing/pull/50
X: @github
Domain: patch-diff.githubusercontent.com
| route-pattern | /:user_id/:repository/pull/:id/files(.:format) |
| route-controller | pull_requests |
| route-action | files |
| fetch-nonce | v2:ade348be-6767-bc62-24f2-c99d8a813ad9 |
| current-catalog-service-hash | ae870bc5e265a340912cde392f23dad3671a0a881730ffdadd82f2f57d81641b |
| request-id | E660:2BDA4B:B4AA75:FAED93:696F6A9F |
| html-safe-nonce | b464eff63de1266b9edb97d1bdaf8fc7bfa6920fe90bcff77859cd0144483965 |
| visitor-payload | eyJyZWZlcnJlciI6IiIsInJlcXVlc3RfaWQiOiJFNjYwOjJCREE0QjpCNEFBNzU6RkFFRDkzOjY5NkY2QTlGIiwidmlzaXRvcl9pZCI6Ijc1NDg0MzE2OTYyMzU4MTc2MzEiLCJyZWdpb25fZWRnZSI6ImlhZCIsInJlZ2lvbl9yZW5kZXIiOiJpYWQifQ== |
| visitor-hmac | b1f269c294c375c61369809209161a161960531601843007909e7d56571d1f2f |
| hovercard-subject-tag | pull_request:3132557784 |
| github-keyboard-shortcuts | repository,pull-request-list,pull-request-conversation,pull-request-files-changed,copilot |
| google-site-verification | Apib7-x98H0j5cPqHWwSMm6dNU4GmODRoqxLiDzdx9I |
| octolytics-url | https://collector.github.com/github/collect |
| analytics-location | / |
| fb:app_id | 1401488693436528 |
| apple-itunes-app | app-id=1477376905, app-argument=https://github.com/processing/libprocessing/pull/50/files |
| twitter:image | https://avatars.githubusercontent.com/u/10366310?s=400&v=4 |
| twitter:card | summary_large_image |
| og:image | https://avatars.githubusercontent.com/u/10366310?s=400&v=4 |
| og:image:alt | Previously, we were just creating a quad in world space that matched the size of our surface, which worked fine for ortho projections. However, this is mega broken for perspective projection. Inste... |
| og:site_name | GitHub |
| og:type | object |
| hostname | github.com |
| expected-hostname | github.com |
| None | dd6be7b30d2e12704d0d9723ad4a7950f9e3ad8461efc40b5411aad62e847a89 |
| turbo-cache-control | no-preview |
| diff-view | unified |
| go-import | github.com/processing/libprocessing git https://github.com/processing/libprocessing.git |
| octolytics-dimension-user_id | 1617169 |
| octolytics-dimension-user_login | processing |
| octolytics-dimension-repository_id | 1101329545 |
| octolytics-dimension-repository_nwo | processing/libprocessing |
| octolytics-dimension-repository_public | true |
| octolytics-dimension-repository_is_fork | false |
| octolytics-dimension-repository_network_root_id | 1101329545 |
| octolytics-dimension-repository_network_root_nwo | processing/libprocessing |
| turbo-body-classes | logged-out env-production page-responsive full-width |
| disable-turbo | true |
| browser-stats-url | https://api.github.com/_private/browser/stats |
| browser-errors-url | https://api.github.com/_private/browser/errors |
| release | 0bab932a9532ed9bc2e3e2614af9348ab39af6a7 |
| ui-target | full |
| theme-color | #1e2327 |
| color-scheme | light dark |
Links:
Viewport: width=device-width