docs(webgl): Explain why white background is required for comparison
Native OpenGL screenshots have transparent backgrounds (alpha=0 in undrawn areas). The comparison script flattens both images to white before comparing. WebGL must use white clear color to match this behavior. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@ -176,7 +176,8 @@ bool GALTestApp::OnInit() {
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// We need to match this: GAL thinks it's 800x600, but actually renders to 1600x1200
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// We need to match this: GAL thinks it's 800x600, but actually renders to 1600x1200
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g_gal->SetScreenSize(VECTOR2I(CANVAS_WIDTH, CANVAS_HEIGHT)); // Physical: 1600x1200
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g_gal->SetScreenSize(VECTOR2I(CANVAS_WIDTH, CANVAS_HEIGHT)); // Physical: 1600x1200
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g_gal->ResizeScreen(CANVAS_WIDTH, CANVAS_HEIGHT); // Framebuffer: 1600x1200
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g_gal->ResizeScreen(CANVAS_WIDTH, CANVAS_HEIGHT); // Framebuffer: 1600x1200
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// Use white background to match native baseline screenshots
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// Native screenshots have transparent backgrounds that flatten to WHITE during comparison
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// WebGL must use white background to match after flattening
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g_gal->SetClearColor(KIGFX::COLOR4D(1.0, 1.0, 1.0, 1.0));
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g_gal->SetClearColor(KIGFX::COLOR4D(1.0, 1.0, 1.0, 1.0));
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// CRITICAL: Set worldUnitLength to match native (which uses DPI=91)
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// CRITICAL: Set worldUnitLength to match native (which uses DPI=91)
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