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-rw-r--r--src/mesa/main/texgen.c2
-rw-r--r--src/mesa/math/m_matrix.c21
-rw-r--r--src/mesa/math/m_matrix.h3
-rw-r--r--src/mesa/math/m_xform.c21
-rw-r--r--src/mesa/math/m_xform.h4
5 files changed, 25 insertions, 26 deletions
diff --git a/src/mesa/main/texgen.c b/src/mesa/main/texgen.c
index 244c7aaafc4..d2baecb92ac 100644
--- a/src/mesa/main/texgen.c
+++ b/src/mesa/main/texgen.c
@@ -34,7 +34,7 @@
#include "main/enums.h"
#include "main/macros.h"
#include "main/texgen.h"
-#include "math/m_xform.h"
+#include "math/m_matrix.h"
diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c
index 84b4cae4adb..58cae88b08b 100644
--- a/src/mesa/math/m_matrix.c
+++ b/src/mesa/math/m_matrix.c
@@ -1620,3 +1620,24 @@ _math_transposefd( GLfloat to[16], const GLdouble from[16] )
/*@}*/
+
+/**
+ * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
+ * function is used for transforming clipping plane equations and spotlight
+ * directions.
+ * Mathematically, u = v * m.
+ * Input: v - input vector
+ * m - transformation matrix
+ * Output: u - transformed vector
+ */
+void
+_mesa_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
+{
+ const GLfloat v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
+#define M(row,col) m[row + col*4]
+ u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
+ u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
+ u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
+ u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
+#undef M
+}
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
index a8d9000e89b..3bc5de6cd4d 100644
--- a/src/mesa/math/m_matrix.h
+++ b/src/mesa/math/m_matrix.h
@@ -200,6 +200,9 @@ do { \
} while (0)
+extern void
+_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
+
/*@}*/
diff --git a/src/mesa/math/m_xform.c b/src/mesa/math/m_xform.c
index 4789a855d47..369f2c6e957 100644
--- a/src/mesa/math/m_xform.c
+++ b/src/mesa/math/m_xform.c
@@ -97,27 +97,6 @@ transform_func *_mesa_transform_tab[5];
/*
- * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
- * function is used for transforming clipping plane equations and spotlight
- * directions.
- * Mathematically, u = v * m.
- * Input: v - input vector
- * m - transformation matrix
- * Output: u - transformed vector
- */
-void _mesa_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
-{
- GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
-#define M(row,col) m[row + col*4]
- u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
- u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
- u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
- u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
-#undef M
-}
-
-
-/*
* This is called only once. It initializes several tables with pointers
* to optimized transformation functions. This is where we can test for
* AMD 3Dnow! capability, Intel SSE, etc. and hook in the right code.
diff --git a/src/mesa/math/m_xform.h b/src/mesa/math/m_xform.h
index c8144c00aec..7ef76e0b926 100644
--- a/src/mesa/math/m_xform.h
+++ b/src/mesa/math/m_xform.h
@@ -42,10 +42,6 @@
extern void
-_mesa_transform_vector(GLfloat u[4], CONST GLfloat v[4], CONST GLfloat m[16]);
-
-
-extern void
_math_init_transformation(void);