-/* $Id: matrix.c,v 1.12 1999/12/10 20:01:06 brianp Exp $ */
+/* $Id: matrix.c,v 1.16 2000/03/03 17:47:39 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 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 "all.h"
#else
#include "glheader.h"
+#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "matrix.h"
switch (ctx->Transform.MatrixMode) {
case GL_MODELVIEW:
- if (ctx->ModelViewStackDepth>=MAX_MODELVIEW_STACK_DEPTH-1) {
+ if (ctx->ModelViewStackDepth >= MAX_MODELVIEW_STACK_DEPTH - 1) {
gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
&ctx->ModelView );
break;
case GL_PROJECTION:
- if (ctx->ProjectionStackDepth>=MAX_PROJECTION_STACK_DEPTH) {
+ if (ctx->ProjectionStackDepth >= MAX_PROJECTION_STACK_DEPTH - 1) {
gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
case GL_TEXTURE:
{
GLuint t = ctx->Texture.CurrentTransformUnit;
- if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH) {
+ if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH - 1) {
gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
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 * DEPTH_SCALE;
- ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * DEPTH_SCALE;
+ 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.Near = n;
ctx->Viewport.Far = f;
- ctx->Viewport.WindowMap.m[MAT_SZ] = DEPTH_SCALE * ((f - n) / 2.0);
- ctx->Viewport.WindowMap.m[MAT_TZ] = DEPTH_SCALE * ((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;
}
}
+#if 0
void gl_matrix_set_identity( GLmatrix *m )
{
MEMCPY( m->m, Identity, sizeof(Identity));
m->type = MATRIX_IDENTITY;
m->flags = MAT_DIRTY_DEPENDENTS;
}
-
+#endif
void gl_matrix_alloc_inv( GLmatrix *m )
{