diff options
author | Courtney Goeltzenleuchter <[email protected]> | 2013-11-13 16:24:56 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2014-01-20 11:31:50 -0800 |
commit | d4dc359875126c432e46e3d1da8610a066d21302 (patch) | |
tree | 192fb0ceaebd5faf767c03c2540f3703091d03b0 /src/mesa/math | |
parent | 0e60d85029105ffdfd325186813b65232c5d2725 (diff) |
mesa: Convert gl_viewport_attrib::Near and ::Far to double
v4: Split out from a single megapatch. Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/math')
-rw-r--r-- | src/mesa/math/m_matrix.c | 6 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.h | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c index 274f969d2e4..38fa51ec1b7 100644 --- a/src/mesa/math/m_matrix.c +++ b/src/mesa/math/m_matrix.c @@ -1111,14 +1111,14 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) */ void _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, - GLfloat zNear, GLfloat zFar, GLfloat depthMax) + GLdouble zNear, GLdouble zFar, GLdouble depthMax) { m->m[MAT_SX] = (GLfloat) width / 2.0F; m->m[MAT_TX] = m->m[MAT_SX] + x; m->m[MAT_SY] = (GLfloat) height / 2.0F; m->m[MAT_TY] = m->m[MAT_SY] + y; - m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F); - m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear); + m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0)); + m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear)); m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION; m->type = MATRIX_3D_NO_ROT; } diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h index 2b097cb3130..fc65f84dcf4 100644 --- a/src/mesa/math/m_matrix.h +++ b/src/mesa/math/m_matrix.h @@ -123,7 +123,7 @@ _math_matrix_frustum( GLmatrix *mat, extern void _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, - GLfloat zNear, GLfloat zFar, GLfloat depthMax); + GLdouble zNear, GLdouble zFar, GLdouble depthMax); extern void _math_matrix_set_identity( GLmatrix *dest ); |