fix(emit): avoid division by zero in point sprite NDC offset - #5
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- Clamp viewport dimensions to 1.0 minimum to prevent division by zero during point sprite NDC offset calculation - Prevent NaN/undefined behavior when viewport width or height is zero - Update Metal and WGSL emitters and golden test files
odvcencio
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July 27, 2026 05:00
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Summary
Prevents a division-by-zero crash when calculating NDC offsets for point sprites. Previously, the vertex shader divided directly by the viewport width and height, which can occasionally be zero. The fix clamps these dimensions to at least 1.0 before the division.
Changes
Testing
go test ./...to verify conformance tests pass and golden files are up to date.