* Window position and viewport transformation
*/
-/*
- * To correctly position primitives:
- */
-#define SUBPIXEL_X 0.125
-#define SUBPIXEL_Y 0.125
-
static void r300UpdateWindow(GLcontext * ctx)
{
r300ContextPtr rmesa = R300_CONTEXT(ctx);
}
GLfloat sx = v[MAT_SX];
- GLfloat tx = v[MAT_TX] + xoffset + SUBPIXEL_X;
+ GLfloat tx = v[MAT_TX] + xoffset;
GLfloat sy = v[MAT_SY] * y_scale;
- GLfloat ty = (v[MAT_TY] * y_scale) + y_bias + SUBPIXEL_Y;
+ GLfloat ty = (v[MAT_TY] * y_scale) + y_bias;
GLfloat sz = v[MAT_SZ] * depthScale;
GLfloat tz = v[MAT_TZ] * depthScale;
GLfloat yoffset = (GLfloat) dPriv->y + dPriv->h;
const GLfloat *v = ctx->Viewport._WindowMap.m;
- GLfloat tx = v[MAT_TX] + xoffset + SUBPIXEL_X;
- GLfloat ty = (-v[MAT_TY]) + yoffset + SUBPIXEL_Y;
+ GLfloat tx = v[MAT_TX] + xoffset;
+ GLfloat ty = (-v[MAT_TY]) + yoffset;
if (rmesa->hw.vpt.cmd[R300_VPT_XOFFSET] != r300PackFloat32(tx) ||
rmesa->hw.vpt.cmd[R300_VPT_YOFFSET] != r300PackFloat32(ty)) {