Expand description
Warp mesh — regular grid of vertices for the per-vertex warp pass.
For each vertex we precompute:
pos_clip(clip space[-1, 1]²) — fed straight through the vertex shader.uv_orig([0, 1]²) — the unwarped texture coordinate. Used asx,yinputs to per-vertex equations, and as the rasterizer-stable basis from which the warped UV is derived each frame.rad,ang— polar coordinates in MilkDrop’s convention (rad = 0at center,rad = 1at corners;ang ∈ [0, 2π)).
The dynamic per-frame quantity (warped UV) lives in warp_pipeline::WarpVertex,
produced by onedrop-engine::warp_eval.
Structs§
- Warp
Mesh - Regular
cols × rowswarp grid. - Warp
Mesh Vertex - Static portion of one warp mesh vertex.