46a04850e3f8ec80e87590e386c3faca06a98569
1. VkColorComponentFlags: wrong bit values (0x10-0x80 instead of 0x01-0x08) → colorWriteMask was 0xF0 instead of 0x0F → no color channels written 2. VkClearValue: was Sequential layout instead of Explicit (union) → depthStencil clear value written at wrong offset → depth buffer cleared to 0.0 instead of 1.0 → all fragments failed depth test 3. Vulkan clip space correction in vertex shader: gl_Position.y = -gl_Position.y (Vulkan Y-down vs OpenGL Y-up) gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5 (Z [0,1] vs [-1,1]) Also: - PushConstantSize fixed from 128 to 144 (two mat4 + vec4) - Dynamic viewport/scissor state added to pipeline - Push constants use column_major (default) to match System.Numerics row-major layout - Camera.GetProjectionMatrix reverted to pure OpenGL-style (correction in shader) - Screenshots show actual 3D geometry (calibration cubes visible) - 66/66 tests pass
Description
AI powered Game Engine
23 MiB
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C#
97.8%
GLSL
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