Note that I am not concerned with the rough outline … I know why that is.
The issue is that by simply flipping the mesh vertically means it stops working.
Inverting the y-coordinate also inverts the triangles’ winding order, so they’re facing backwards. In general, Vuo’s graphics processing discards backward-facing triangles as a performance improvement (backface culling). But it doesn’t really make sense to discard them in the case of Warp Image with Projection Mesh. So we’ll change that.