diff options
author | Keith Whitwell <[email protected]> | 2000-11-05 18:40:57 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2000-11-05 18:40:57 +0000 |
commit | 14940c4ffe066a8b85bc14274c19ad3d8e334d61 (patch) | |
tree | f131b862b3215f81e638100c86736330c0dd592b /src/mesa/main/matrix.c | |
parent | 1e885f6e6ce9c46c3220eb0472bdfe2aa7946596 (diff) |
- Changes for new software rasterizer modules
- Remove support for choosing software fallbacks from core code
- Remove partial fallback code from vbrender.c -- drivers are now
expected to be able to find a triangle/quad function for every state,
even if they have to use _swsetup_Triangle or _swsetup_Quad.
- Marked derived variables in the GLcontext struct with a leading
underscore '_'.
Diffstat (limited to 'src/mesa/main/matrix.c')
-rw-r--r-- | src/mesa/main/matrix.c | 41 |
1 files changed, 16 insertions, 25 deletions
diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c index df21d154fd2..c161e847eb3 100644 --- a/src/mesa/main/matrix.c +++ b/src/mesa/main/matrix.c @@ -1,4 +1,4 @@ -/* $Id: matrix.c,v 1.23 2000/10/30 13:32:00 keithw Exp $ */ +/* $Id: matrix.c,v 1.24 2000/11/05 18:40:58 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -514,8 +514,10 @@ static inv_mat_func inv_mat_tab[7] = { static GLboolean matrix_invert( GLmatrix *mat ) { if (inv_mat_tab[mat->type](mat)) { + mat->flags &= ~MAT_FLAG_SINGULAR; return GL_TRUE; } else { + mat->flags |= MAT_FLAG_SINGULAR; MEMCPY( mat->inv, Identity, sizeof(Identity) ); return GL_FALSE; } @@ -930,11 +932,11 @@ static void mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags ) void gl_calculate_model_project_matrix( GLcontext *ctx ) { - gl_matrix_mul( &ctx->ModelProjectMatrix, + gl_matrix_mul( &ctx->_ModelProjectMatrix, &ctx->ProjectionMatrix, &ctx->ModelView ); - gl_matrix_analyze( &ctx->ModelProjectMatrix ); + gl_matrix_analyze( &ctx->_ModelProjectMatrix ); } @@ -1520,15 +1522,15 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) ctx->Viewport.Height = height; /* compute scale and bias values */ - ctx->Viewport.WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F; - 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.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION; - ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT; + ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F; + 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.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION; + ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT; ctx->NewState |= _NEW_VIEWPORT; /* Check if window/buffer has been resized and if so, reallocate the @@ -1536,17 +1538,6 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) */ _mesa_ResizeBuffersMESA(); - - ctx->RasterMask &= ~WINCLIP_BIT; - - if ( ctx->Viewport.X<0 - || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width - || ctx->Viewport.Y<0 - || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) { - ctx->RasterMask |= WINCLIP_BIT; - } - - if (ctx->Driver.Viewport) { (*ctx->Driver.Viewport)( ctx, x, y, width, height ); } @@ -1580,8 +1571,8 @@ _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->Visual.DepthMaxF * ((f - n) / 2.0); + ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n); ctx->NewState |= _NEW_VIEWPORT; if (ctx->Driver.DepthRange) { |