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path: root/src/mesa/math/m_translate.h
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2010-08-03mesa: Reduce header file inclusion in m_translate.h.Vinson Lee
m_translate.h does not use any additional symbols added by config.h.
2007-07-04Be more consistant with paths in #includes. Eventually, eliminate a bunch ↵Brian
of -I flags.
2006-06-13Rename some functions/macros to better reflect their behaviour:Brian Paul
3F -> 3FN because integer types are normalized 4FC -> 3FN because we can normalize non-color attributes
2006-04-05just some comments/docsBrian Paul
2003-08-20Use correct conversions when translating array colors.Keith Whitwell
2003-06-05Removed all RCS / CVS tags (Id, Header, Date, etc.) from everything.Ian Romanick
2001-03-12Consistent copyright info (version number, date) across all files.Gareth Hughes
2001-02-20Added GLvector4chan type, removed lots of CHAN_TYPE ifdefs.Keith Whitwell
2001-01-24Lots of GLchan datatype changes.Brian Paul
Added GLvector4us datatype in math/m_vector.[ch] Added _math_trans_4us() in math/m_translate.[ch] Choose GLvector4ub, GLvector4us, GLvector4f at compile time based on CHAN_BITS. Made Driver.ClearColor() and Driver.ClearIndex() optional driver functions. Changed args to Driver.ClearColor(), updated drivers. Reordered files in Makefile.X11
2000-12-26Major rework of tnl moduleKeith Whitwell
New array_cache module Support 8 texture units in core mesa (now support 8 everywhere) Rework core mesa statechange operations to avoid flushing on many noop statechanges.
2000-11-17Minor header file changes to silence warnings.Brian Paul
Added _mesa_enable_sw_extensions(), called by software-only drivers to enable all s/w-supported GL extensions.
2000-11-16Move the transform and lighting code to two new directoriesKeith Whitwell
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.