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-rw-r--r--src/mesa/math/m_matrix.c80
1 files changed, 40 insertions, 40 deletions
diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c
index de002adb5d2..91f26f164fd 100644
--- a/src/mesa/math/m_matrix.c
+++ b/src/mesa/math/m_matrix.c
@@ -1,4 +1,4 @@
-/* $Id: m_matrix.c,v 1.8 2001/03/12 00:48:41 gareth Exp $ */
+/* $Id: m_matrix.c,v 1.9 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@@ -242,11 +242,11 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
/* last check */
if (0.0 == r3[3]) return GL_FALSE;
- s = 1.0/r3[3]; /* now back substitute row 3 */
+ s = 1.0F/r3[3]; /* now back substitute row 3 */
r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
- s = 1.0/r2[2];
+ s = 1.0F/r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
@@ -257,7 +257,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
- s = 1.0/r1[1];
+ s = 1.0F/r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
@@ -265,7 +265,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
- s = 1.0/r0[0];
+ s = 1.0F/r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
@@ -319,7 +319,7 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat )
if (det*det < 1e-25)
return GL_FALSE;
- det = 1.0 / det;
+ det = 1.0F / det;
MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det);
MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det);
MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det);
@@ -362,7 +362,7 @@ static GLboolean invert_matrix_3d( GLmatrix *mat )
if (scale == 0.0)
return GL_FALSE;
- scale = 1.0 / scale;
+ scale = 1.0F / scale;
/* Transpose and scale the 3 by 3 upper-left submatrix. */
MAT(out,0,0) = scale * MAT(in,0,0);
@@ -433,9 +433,9 @@ static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat )
return GL_FALSE;
MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
- MAT(out,0,0) = 1.0 / MAT(in,0,0);
- MAT(out,1,1) = 1.0 / MAT(in,1,1);
- MAT(out,2,2) = 1.0 / MAT(in,2,2);
+ MAT(out,0,0) = 1.0F / MAT(in,0,0);
+ MAT(out,1,1) = 1.0F / MAT(in,1,1);
+ MAT(out,2,2) = 1.0F / MAT(in,2,2);
if (mat->flags & MAT_FLAG_TRANSLATION) {
MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
@@ -456,8 +456,8 @@ static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat )
return GL_FALSE;
MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
- MAT(out,0,0) = 1.0 / MAT(in,0,0);
- MAT(out,1,1) = 1.0 / MAT(in,1,1);
+ MAT(out,0,0) = 1.0F / MAT(in,0,0);
+ MAT(out,1,1) = 1.0F / MAT(in,1,1);
if (mat->flags & MAT_FLAG_TRANSLATION) {
MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
@@ -478,8 +478,8 @@ static GLboolean invert_matrix_perspective( GLmatrix *mat )
MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
- MAT(out,0,0) = 1.0 / MAT(in,0,0);
- MAT(out,1,1) = 1.0 / MAT(in,1,1);
+ MAT(out,0,0) = 1.0F / MAT(in,0,0);
+ MAT(out,1,1) = 1.0F / MAT(in,1,1);
MAT(out,0,3) = MAT(in,0,2);
MAT(out,1,3) = MAT(in,1,2);
@@ -487,7 +487,7 @@ static GLboolean invert_matrix_perspective( GLmatrix *mat )
MAT(out,2,2) = 0;
MAT(out,2,3) = -1;
- MAT(out,3,2) = 1.0 / MAT(in,2,3);
+ MAT(out,3,2) = 1.0F / MAT(in,2,3);
MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
return GL_TRUE;
@@ -538,10 +538,10 @@ _math_matrix_rotate( GLmatrix *mat,
GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
GLfloat m[16];
- s = sin( angle * DEG2RAD );
- c = cos( angle * DEG2RAD );
+ s = (GLfloat) sin( angle * DEG2RAD );
+ c = (GLfloat) cos( angle * DEG2RAD );
- mag = GL_SQRT( x*x + y*y + z*z );
+ mag = (GLfloat) GL_SQRT( x*x + y*y + z*z );
if (mag <= 1.0e-4) {
/* generate an identity matrix and return */
@@ -654,12 +654,12 @@ _math_matrix_frustum( GLmatrix *mat,
GLfloat x, y, a, b, c, d;
GLfloat m[16];
- x = (2.0*nearval) / (right-left);
- y = (2.0*nearval) / (top-bottom);
+ x = (2.0F*nearval) / (right-left);
+ y = (2.0F*nearval) / (top-bottom);
a = (right+left) / (right-left);
b = (top+bottom) / (top-bottom);
c = -(farval+nearval) / ( farval-nearval);
- d = -(2.0*farval*nearval) / (farval-nearval); /* error? */
+ d = -(2.0F*farval*nearval) / (farval-nearval); /* error? */
#define M(row,col) m[col*4+row]
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
@@ -681,9 +681,9 @@ _math_matrix_ortho( GLmatrix *mat,
GLfloat tx, ty, tz;
GLfloat m[16];
- x = 2.0 / (right-left);
- y = 2.0 / (top-bottom);
- z = -2.0 / (farval-nearval);
+ x = 2.0F / (right-left);
+ y = 2.0F / (top-bottom);
+ z = -2.0F / (farval-nearval);
tx = -(right+left) / (right-left);
ty = -(top+bottom) / (top-bottom);
tz = -(farval+nearval) / (farval-nearval);
@@ -1095,20 +1095,20 @@ _math_transposed( GLdouble to[16], const GLdouble from[16] )
void
_math_transposefd( GLfloat to[16], const GLdouble from[16] )
{
- to[0] = from[0];
- to[1] = from[4];
- to[2] = from[8];
- to[3] = from[12];
- to[4] = from[1];
- to[5] = from[5];
- to[6] = from[9];
- to[7] = from[13];
- to[8] = from[2];
- to[9] = from[6];
- to[10] = from[10];
- to[11] = from[14];
- to[12] = from[3];
- to[13] = from[7];
- to[14] = from[11];
- to[15] = from[15];
+ to[0] = (GLfloat) from[0];
+ to[1] = (GLfloat) from[4];
+ to[2] = (GLfloat) from[8];
+ to[3] = (GLfloat) from[12];
+ to[4] = (GLfloat) from[1];
+ to[5] = (GLfloat) from[5];
+ to[6] = (GLfloat) from[9];
+ to[7] = (GLfloat) from[13];
+ to[8] = (GLfloat) from[2];
+ to[9] = (GLfloat) from[6];
+ to[10] = (GLfloat) from[10];
+ to[11] = (GLfloat) from[14];
+ to[12] = (GLfloat) from[3];
+ to[13] = (GLfloat) from[7];
+ to[14] = (GLfloat) from[11];
+ to[15] = (GLfloat) from[15];
}