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[Merged by Bors] - bevy_render: Fix Quad flip #3741
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The documentation was unclear but it seemed like it was intended to _only_ flip the texture coordinates of the quad. However, it was also swapping the vertex positions, which resulted in inverted winding order so the front became a back face, and the normal was pointing into the face instead of out of it. This change makes the only difference the UVs being horizontally flipped.
superdump
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Drawing game state to the screen
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Jan 21, 2022
james7132
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Jan 21, 2022
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LGTM. Love that the code is shorter too.
rparrett
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Jan 22, 2022
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Assuming your assumption is correct, this looks good and seems to work correctly.
djeedai
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Jan 26, 2022
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Feb 10, 2022
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Feb 12, 2022
# Objective The documentation was unclear but it seemed like it was intended to _only_ flip the texture coordinates of the quad. However, it was also swapping the vertex positions, which resulted in inverted winding order so the front became a back face, and the normal was pointing into the face instead of out of it. ## Solution - This change makes the only difference the UVs being horizontally flipped.
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bevy_render: Fix Quad flip
[Merged by Bors] - bevy_render: Fix Quad flip
Feb 12, 2022
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Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
The documentation was unclear but it seemed like it was intended to only flip the texture coordinates of the quad. However, it was also swapping the vertex positions, which resulted in inverted winding order so the front became a back face, and the normal was pointing into the face instead of out of it.
Solution