WebGLUniformsGroups: Correct 3x3 to 3x4 Matrix Conversion in Uniform Buffer Object #27284
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Resolved an issue in the conversion of 3x3 matrices to 3x4 matrices in WebGL2 UBO handling.
The previous implementation incorrectly duplicated the first element of the 3x3 matrix into the fourth element of the 3x4 matrix.
This has been corrected by assigning a value of
0
to the fourth element, aligning with standard matrix conversion practices.It prevents potential rendering issues and ensures that the shaders receiving this data work with the correct matrix format.