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authorBrian Paul <[email protected]>2001-01-23 23:39:36 +0000
committerBrian Paul <[email protected]>2001-01-23 23:39:36 +0000
commitb6bcae5698df88f7730d40004ce7ce0462e97a20 (patch)
tree14c77826b5016293914eb529822e609792150964 /src/mesa/main/matrix.c
parentab0c886a6c0dd38ac6168c2a239720a761e6578f (diff)
Replaced struct gl_visual with struct __GLcontextModesRec from glcore.h.
Replace "RGBAMode" with "rgbMode", etc. Other minor clean-ups.
Diffstat (limited to 'src/mesa/main/matrix.c')
-rw-r--r--src/mesa/main/matrix.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c
index 2cd471f4e25..f7aea3f4c21 100644
--- a/src/mesa/main/matrix.c
+++ b/src/mesa/main/matrix.c
@@ -1,10 +1,10 @@
-/* $Id: matrix.c,v 1.29 2000/12/26 05:09:29 keithw Exp $ */
+/* $Id: matrix.c,v 1.30 2001/01/23 23:39:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -478,8 +478,8 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
- ctx->Viewport._WindowMap.m[MAT_SZ] = 0.5 * ctx->Visual.DepthMaxF;
- ctx->Viewport._WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual.DepthMaxF;
+ ctx->Viewport._WindowMap.m[MAT_SZ] = 0.5 * ctx->DepthMaxF;
+ ctx->Viewport._WindowMap.m[MAT_TZ] = 0.5 * ctx->DepthMaxF;
ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
ctx->NewState |= _NEW_VIEWPORT;
@@ -522,8 +522,8 @@ _mesa_DepthRange( GLclampd nearval, GLclampd farval )
ctx->Viewport.Near = n;
ctx->Viewport.Far = f;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n);
+ ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0);
+ ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0 + n);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {