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* mesa: remove _math_matrix_alloc_inv()Brian Paul2012-07-261-4/+1
| | | | | | | Always allocate space for the inverse matrix in _math_matrix_ctr() since we were always calling _math_matrix_alloc_inv() anyway. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa,glsl,mapi: Put extern "C" { ... } where appropriate.José Fonseca2011-11-091-0/+9
| | | | | Probably a several places missing, but enough to cover all headers (in)directly included by uniform_query.cpp, and fix the MSVC build.
* mesa: Include missing header in m_matrix.h.Vinson Lee2010-08-031-0/+2
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* mesa: move _mesa_transform_vector() from m_xform.c to m_matrix.cBrian Paul2009-02-121-0/+3
| | | | | m_xform.c is omitted from gallium builds but _mesa_transform_vector() is still needed.
* mesa: fix incorrect transformation of GL_SPOT_DIRECTIONBrian Paul2009-01-141-0/+12
| | | | This was changed between GL 1.0 and 1.1. Mesa still had the 1.0 behaviour.
* Add a set of predicate functions for testing matrices instead of directlyBrian Paul2005-06-301-73/+17
| | | | | | testing the flags field. Move definition of all the MAT_FLAGs into the m_matrix.c file since they're now private.
* clean-ups and commentsBrian Paul2004-09-091-37/+40
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* Merge Jose's documentation and core Mesa changes from embedded branchKeith Whitwell2003-07-171-37/+94
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* Removed all RCS / CVS tags (Id, Header, Date, etc.) from everything.Ian Romanick2003-06-051-1/+0
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* move matrix type enum out of GLmatrix structBrian Paul2003-02-251-10/+13
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* Replace some #defines with enums. (Klaus Niederkrueger)Brian Paul2003-02-171-13/+26
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* Consistent copyright info (version number, date) across all files.Gareth Hughes2001-03-121-14/+14
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* replaced frustrum with frustumBrian Paul2001-02-051-6/+6
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* Support for swappable t&l modules, including an example one in the FXKeith Whitwell2000-11-241-2/+2
| | | | driver (enable with FX_ALLOW_VTXFMT=t).
* Move the transform and lighting code to two new directoriesKeith Whitwell2000-11-161-0/+176
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.