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authorKeith Whitwell <keith@tungstengraphics.com>2000-11-05 18:40:57 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2000-11-05 18:40:57 +0000
commit14940c4ffe066a8b85bc14274c19ad3d8e334d61 (patch)
treef131b862b3215f81e638100c86736330c0dd592b /src/mesa/main/matrix.c
parent1e885f6e6ce9c46c3220eb0472bdfe2aa7946596 (diff)
- Changes for new software rasterizer modules
- Remove support for choosing software fallbacks from core code - Remove partial fallback code from vbrender.c -- drivers are now expected to be able to find a triangle/quad function for every state, even if they have to use _swsetup_Triangle or _swsetup_Quad. - Marked derived variables in the GLcontext struct with a leading underscore '_'.
Diffstat (limited to 'src/mesa/main/matrix.c')
-rw-r--r--src/mesa/main/matrix.c41
1 files changed, 16 insertions, 25 deletions
diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c
index df21d154fd..c161e847eb 100644
--- a/src/mesa/main/matrix.c
+++ b/src/mesa/main/matrix.c
@@ -1,4 +1,4 @@
-/* $Id: matrix.c,v 1.23 2000/10/30 13:32:00 keithw Exp $ */
+/* $Id: matrix.c,v 1.24 2000/11/05 18:40:58 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -514,8 +514,10 @@ static inv_mat_func inv_mat_tab[7] = {
static GLboolean matrix_invert( GLmatrix *mat )
{
if (inv_mat_tab[mat->type](mat)) {
+ mat->flags &= ~MAT_FLAG_SINGULAR;
return GL_TRUE;
} else {
+ mat->flags |= MAT_FLAG_SINGULAR;
MEMCPY( mat->inv, Identity, sizeof(Identity) );
return GL_FALSE;
}
@@ -930,11 +932,11 @@ static void mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags )
void gl_calculate_model_project_matrix( GLcontext *ctx )
{
- gl_matrix_mul( &ctx->ModelProjectMatrix,
+ gl_matrix_mul( &ctx->_ModelProjectMatrix,
&ctx->ProjectionMatrix,
&ctx->ModelView );
- gl_matrix_analyze( &ctx->ModelProjectMatrix );
+ gl_matrix_analyze( &ctx->_ModelProjectMatrix );
}
@@ -1520,15 +1522,15 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
ctx->Viewport.Height = height;
/* compute scale and bias values */
- ctx->Viewport.WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
- ctx->Viewport.WindowMap.m[MAT_TX] = ctx->Viewport.WindowMap.m[MAT_SX] + x;
- ctx->Viewport.WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
- ctx->Viewport.WindowMap.m[MAT_TY] = ctx->Viewport.WindowMap.m[MAT_SY] + y;
- ctx->Viewport.WindowMap.m[MAT_SZ] = 0.5 * ctx->Visual.DepthMaxF;
- ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual.DepthMaxF;
-
- ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
+ ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
+ ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
+ ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
+ ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
+ ctx->Viewport._WindowMap.m[MAT_SZ] = 0.5 * ctx->Visual.DepthMaxF;
+ ctx->Viewport._WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual.DepthMaxF;
+
+ ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
+ ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
ctx->NewState |= _NEW_VIEWPORT;
/* Check if window/buffer has been resized and if so, reallocate the
@@ -1536,17 +1538,6 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
*/
_mesa_ResizeBuffersMESA();
-
- ctx->RasterMask &= ~WINCLIP_BIT;
-
- if ( ctx->Viewport.X<0
- || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
- || ctx->Viewport.Y<0
- || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
- ctx->RasterMask |= WINCLIP_BIT;
- }
-
-
if (ctx->Driver.Viewport) {
(*ctx->Driver.Viewport)( ctx, x, y, width, height );
}
@@ -1580,8 +1571,8 @@ _mesa_DepthRange( GLclampd nearval, GLclampd farval )
ctx->Viewport.Near = n;
ctx->Viewport.Far = f;
- ctx->Viewport.WindowMap.m[MAT_SZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0);
- ctx->Viewport.WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n);
+ ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0);
+ ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {