Sync SDL3 wiki -> header

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SDL Wiki Bot 2025-04-22 21:34:48 +00:00
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* The GPU API uses a left-handed coordinate system, following the convention
* of D3D12 and Metal. Specifically:
*
* - **Normalized Device Coordinates:** The
* lower-left corner has an x,y coordinate of `(-1.0, -1.0)`. The upper-right
* corner is `(1.0, 1.0)`. Z values range from `[0.0, 1.0]` where 0 is the
* near plane.
* - **Viewport Coordinates:** The top-left corner has an x,y
* coordinate of `(0, 0)` and extends to the bottom-right corner at
* `(viewportWidth, viewportHeight)`. +Y is down.
* - **Texture Coordinates:**
* The top-left corner has an x,y coordinate of `(0, 0)` and extends to the
* bottom-right corner at `(1.0, 1.0)`. +Y is down.
* - **Normalized Device Coordinates:** The lower-left corner has an x,y
* coordinate of `(-1.0, -1.0)`. The upper-right corner is `(1.0, 1.0)`. Z
* values range from `[0.0, 1.0]` where 0 is the near plane.
* - **Viewport Coordinates:** The top-left corner has an x,y coordinate of
* `(0, 0)` and extends to the bottom-right corner at `(viewportWidth,
* viewportHeight)`. +Y is down.
* - **Texture Coordinates:** The top-left corner has an x,y coordinate of
* `(0, 0)` and extends to the bottom-right corner at `(1.0, 1.0)`. +Y is
* down.
*
* If the backend driver differs from this convention (e.g. Vulkan, which has
* an NDC that assumes +Y is down), SDL will automatically convert the