/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
ndc[1] = clip[1] * d;
ndc[2] = clip[2] * d;
/* wincoord = viewport_mapping(ndc) */
- ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX]
- + ctx->Viewport._WindowMap.m[MAT_TX]);
- ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY]
- + ctx->Viewport._WindowMap.m[MAT_TY]);
- ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ]
- + ctx->Viewport._WindowMap.m[MAT_TZ])
+ ctx->Current.RasterPos[0] = (ndc[0] * ctx->ViewportArray[0]._WindowMap.m[MAT_SX]
+ + ctx->ViewportArray[0]._WindowMap.m[MAT_TX]);
+ ctx->Current.RasterPos[1] = (ndc[1] * ctx->ViewportArray[0]._WindowMap.m[MAT_SY]
+ + ctx->ViewportArray[0]._WindowMap.m[MAT_TY]);
+ ctx->Current.RasterPos[2] = (ndc[2] * ctx->ViewportArray[0]._WindowMap.m[MAT_SZ]
+ + ctx->ViewportArray[0]._WindowMap.m[MAT_TZ])
/ ctx->DrawBuffer->_DepthMaxF;
ctx->Current.RasterPos[3] = clip[3];
if (ctx->Transform.DepthClamp) {
ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
- ctx->Viewport.Near,
- ctx->Viewport.Far);
+ ctx->ViewportArray[0].Near,
+ ctx->ViewportArray[0].Far);
}
/* compute raster distance */