Instead of 4 MVP passes that double-draw at mirror boundaries (causing bright seam from overlapping semi-transparent bars), expand the half-size vertices into all 4 quadrants on the CPU by flipping coordinates. Draw everything in a single pass with one full-screen ortho MVP. Each pixel is now covered by exactly one quadrant's geometry — no overlap, no seam. Also simplifies render: removes 4-pass loop, removes separate cepstrum MVP slot (shares slot 0). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> |
||
|---|---|---|
| android | ||
| ios | ||
| libraries | ||
| scripts | ||
| shaders | ||
| src | ||
| windows | ||
| .gitignore | ||
| .gitmodules | ||
| .sdkmanrc | ||
| CMakeLists.txt | ||
| Makefile | ||