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-rw-r--r--examples/vulkan/hellovulkantexture/hellovulkantexture.cpp4
-rw-r--r--examples/vulkan/shared/trianglerenderer.cpp2
-rw-r--r--src/gui/vulkan/qvulkanwindow.cpp4
3 files changed, 7 insertions, 3 deletions
diff --git a/examples/vulkan/hellovulkantexture/hellovulkantexture.cpp b/examples/vulkan/hellovulkantexture/hellovulkantexture.cpp
index 9953352e28..5e52d5e006 100644
--- a/examples/vulkan/hellovulkantexture/hellovulkantexture.cpp
+++ b/examples/vulkan/hellovulkantexture/hellovulkantexture.cpp
@@ -612,8 +612,8 @@ void VulkanRenderer::initResources()
memset(&rs, 0, sizeof(rs));
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.polygonMode = VK_POLYGON_MODE_FILL;
- rs.cullMode = VK_CULL_MODE_NONE; // we want the back face as well
- rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ rs.cullMode = VK_CULL_MODE_BACK_BIT;
+ rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
rs.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rs;
diff --git a/examples/vulkan/shared/trianglerenderer.cpp b/examples/vulkan/shared/trianglerenderer.cpp
index f2e636bbe6..a0800080a0 100644
--- a/examples/vulkan/shared/trianglerenderer.cpp
+++ b/examples/vulkan/shared/trianglerenderer.cpp
@@ -337,7 +337,7 @@ void TriangleRenderer::initResources()
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.polygonMode = VK_POLYGON_MODE_FILL;
rs.cullMode = VK_CULL_MODE_NONE; // we want the back face as well
- rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
rs.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rs;
diff --git a/src/gui/vulkan/qvulkanwindow.cpp b/src/gui/vulkan/qvulkanwindow.cpp
index d5af71cd4b..b158fa7e94 100644
--- a/src/gui/vulkan/qvulkanwindow.cpp
+++ b/src/gui/vulkan/qvulkanwindow.cpp
@@ -2692,6 +2692,10 @@ QImage QVulkanWindow::grab()
without any further corrections to the vertex Z positions, while using the
projection matrices retrieved from the QMatrix4x4 functions, such as
QMatrix4x4::perspective(), as-is.
+
+ \note With vertex data following the default OpenGL rules (that is, the
+ front face being CCW), the correct winding order in the rasterization state
+ after applying this matrix is clockwise (\c{VK_FRONT_FACE_CLOCKWISE}).
*/
const QMatrix4x4 *QVulkanWindow::clipCorrectionMatrix()
{