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authorBrian Paul <[email protected]>2010-02-22 08:04:53 -0700
committerBrian Paul <[email protected]>2010-02-22 08:04:53 -0700
commitcfdd1ca69521446b5d937d95e7d8bfb27f6d68eb (patch)
treee3e9bfe090bd7c339c75ae63e59f868366c702cc /src
parent504e297a2c395d136ff73279db28cc9de3303c2d (diff)
st/mesa: change viewport Z scale/bias for glBitmap/glDrawPixels
This fixes incorrect Z position of glBitmap, glDraw/CopyPixels for the svga driver. Now we use 0.5, 0.5 as is typical for ordinary 3D rendering. (cherry picked from commit bcd561c66777e58dbb29a573c4d2279772bac6c5)
Diffstat (limited to 'src')
-rw-r--r--src/mesa/state_tracker/st_cb_bitmap.c7
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c7
2 files changed, 10 insertions, 4 deletions
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c
index 5968426a1d7..0332d4dbdfe 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -481,15 +481,18 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
- vp.scale[2] = 1.0f;
+ vp.scale[2] = 0.5f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * width;
vp.translate[1] = 0.5f * height;
- vp.translate[2] = 0.0f;
+ vp.translate[2] = 0.5f;
vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
+ /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
+ z = z * 2.0 - 1.0;
+
/* draw textured quad */
offset = setup_bitmap_vertex_data(st, x, y, width, height, z, color);
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index 4e86450edf4..e9aee6b2058 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -572,11 +572,11 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * w;
vp.scale[1] = -0.5f * h;
- vp.scale[2] = 1.0f;
+ vp.scale[2] = 0.5f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * w;
vp.translate[1] = 0.5f * h;
- vp.translate[2] = 0.0f;
+ vp.translate[2] = 0.5f;
vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
@@ -601,6 +601,9 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
y0 = (GLfloat) y;
y1 = y + height * ctx->Pixel.ZoomY;
+ /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
+ z = z * 2.0 - 1.0;
+
draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
(GLfloat) width / pt->width0,
(GLfloat) height / pt->height0);