/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "glheader.h"
#include "imports.h"
-#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glFrustum(%f, %f, %f, %f, %f, %f)\n",
+ _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
left, right, bottom, top, nearval, farval);
if (left == right ||
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
if (stack->Depth + 1 >= stack->MaxDepth) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix" );
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_OVERFLOW,
+ "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ }
return;
}
_math_matrix_copy( &stack->Stack[stack->Depth + 1],
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
if (stack->Depth == 0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" );
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW,
+ "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ }
return;
}
stack->Depth--;
* Set new viewport parameters and update derived state (the _WindowMap
* matrix). Usually called from _mesa_Viewport().
*
- * \note We also call _mesa_ResizeBuffersMESA() because this is a good
- * time to check if the window has been resized. Many device drivers
- * can't get direct notification from the window system of size changes
- * so this is an ad-hoc solution to that problem.
- *
* \param ctx GL context.
* \param x, y coordinates of the lower left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
ctx->Viewport.Y = y;
ctx->Viewport.Height = height;
- /* Check if window/buffer has been resized and if so, reallocate the
- * ancillary buffers.
- */
-/* _mesa_ResizeBuffersMESA(); */
-
- if (ctx->Driver.Viewport) {
- (*ctx->Driver.Viewport)( ctx, x, y, width, height );
- }
-
+ /* XXX send transposed width/height to Driver.Viewport() below??? */
if (ctx->_RotateMode) {
GLint tmp, tmps;
tmp = x; x = y; y = tmp;
ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
ctx->NewState |= _NEW_VIEWPORT;
- /* Check if window/buffer has been resized and if so, reallocate the
- * ancillary buffers. This is an ad-hoc solution to detecting window
- * size changes. 99% of all GL apps call glViewport when a window is
- * resized so this is a good time to check for new window dims and
- * reallocate color buffers and ancilliary buffers.
- */
- _mesa_ResizeBuffersMESA();
-
if (ctx->Driver.Viewport) {
+ /* Many drivers will use this call to check for window size changes
+ * and reallocate the z/stencil/accum/etc buffers if needed.
+ */
(*ctx->Driver.Viewport)( ctx, x, y, width, height );
}
}
*/
void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
{
- if (new_state & _NEW_MODELVIEW)
+ if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
+ /* Bring cull position uptodate.
+ */
+ TRANSFORM_POINT3( ctx->Transform.CullObjPos,
+ ctx->ModelviewMatrixStack.Top->inv,
+ ctx->Transform.CullEyePos );
+ }
+
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
+
+ ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
+ ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
}