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fix: Fix X-axis flipping issue #54
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needs proof of fix with asymmetric positioning, with symmetric positioning it's impossible to know if the texture was flipped or reflected
create 3 leds, each led should have it's position in it's name L0_0, L5_5, L5_0 (i.e. LX_Y)
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Ahhhh, that would be a better way to test it, will do that. |
…uit-json-to-gltf into fix-x-axis-flip
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@seveibar the test is failing because the font is different in the test environment, took a while to figure that out, let me know if I can fix it. Thanks. |
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- need to show bottom side texture
- it's still unclear if the model or texture is being flipped but i suspect the entire model is being flipped based on the code.
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yea if you're flipping the entire model (which might be ok) a post-transformation fix is not appropriate
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basically there's a bug somewhere in the code with how the orientations are originally being created. Instead of fixing that, you're just flipping them all (which is inefficient and confusing!) |
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@seveibar sorry for the delay, had my exams going on. You were right about the bug, I removed the extra layer of transform and focused on fixing the bug, and also added the top and bottom view of a sample circuit. |
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the transformMesh function is now "lying" and manipulating the input translation. You should be able to flip the texture without flipping the mesh
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@Quanta-Naut i investigated flipping the texture in https://github.com/tscircuit/circuit-json-to-gltf/pull/69/files It doesn't work- you're correct that the X axis needs to be flipped but your placement of that flipping is not correct. But the good news is your approach is correct |
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@seveibar Thank you for the confirmation. I have a doubt tho, by wrong placement you mean withing the geometry.ts file or the bug must be fixed in a different file?? |
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@Quanta-Naut this was patched yesterday! You can look at the PR here: #70 /tip $20 |
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🎉🎈 @Quanta-Naut has been awarded $20 by tscircuit! 🎈🎊 |






I discovered issue where the rendered name appeared flipped and also the entire x-axis being flipped. This was caused by the x-axis being inverted during rendering. I’ve made the necessary adjustments to correct this behaviour.
The Last PR had conflicts so closed that, and now created new PR, to clean up.