fix: correct matrix order (proj*view) + Z depth range for Vulkan

- VP matrix order: proj*view (GLSL column-vector convention)
- Z correction in vertex shader: gl_Position.z = (z+w)*0.5 (OpenGL [-1,1] → Vulkan [0,1])
- Depth test temporarily disabled for debugging
This commit is contained in:
emil28092005
2026-06-18 12:47:20 +03:00
parent d620bd537f
commit aca8d1ab4d
4 changed files with 5 additions and 4 deletions
+2 -2
View File
@@ -118,8 +118,8 @@ internal sealed unsafe class VulkanPipeline : IDisposable
var depthStencilState = new VkPipelineDepthStencilStateCreateInfo
{
sType = VkStructureType.PipelineDepthStencilStateCreateInfo,
depthTestEnable = VkBool32.True,
depthWriteEnable = VkBool32.True,
depthTestEnable = VkBool32.False,
depthWriteEnable = VkBool32.False,
depthCompareOp = VkCompareOp.Less,
depthBoundsTestEnable = VkBool32.False,
stencilTestEnable = VkBool32.False,