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authorBrian Paul <brian.paul@tungstengraphics.com>2000-09-26 20:53:53 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2000-09-26 20:53:53 +0000
commitb1394fa92aaaf859ce9efc8b5fc194397921320c (patch)
tree48612380d5f16b24deacf643e127fc1b319fbc18 /src/mesa/main/matrix.c
parent3b18a36f210da9d66acd1228d24948cd77c2e81e (diff)
First batch of OpenGL SI related changes:
Renamed struct gl_context to struct __GLcontextRec. Include glcore.h, setup GL imports/exports. Replaced gl_ prefix with _mesa_ prefix in context.[ch] functions. GLcontext's Visual field is no longer a pointer.
Diffstat (limited to 'src/mesa/main/matrix.c')
-rw-r--r--src/mesa/main/matrix.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c
index 52c48dd32b..2d9d857a2f 100644
--- a/src/mesa/main/matrix.c
+++ b/src/mesa/main/matrix.c
@@ -1,4 +1,4 @@
-/* $Id: matrix.c,v 1.20 2000/09/17 21:56:07 brianp Exp $ */
+/* $Id: matrix.c,v 1.21 2000/09/26 20:53:53 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -1559,8 +1559,8 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
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.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;
@@ -1617,8 +1617,8 @@ _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->ModelProjectWinMatrixUptodate = GL_FALSE;