_mesa_PushMatrix();
_mesa_LoadIdentity();
+ /* Create the vertex buffer based on the current raster pos. The x and y
+ * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
+ * We also apply the depth. However, the W component is already multiplied
+ * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
+ */
vertices[0][0] = x;
vertices[0][1] = y;
vertices[0][2] = ctx->Current.RasterPos[2];
- vertices[0][3] = ctx->Current.RasterPos[3];
+ vertices[0][3] = 1.0;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
vertices[1][1] = y;
vertices[1][2] = ctx->Current.RasterPos[2];
- vertices[1][3] = ctx->Current.RasterPos[3];
+ vertices[1][3] = 1.0;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
vertices[2][1] = y + height * ctx->Pixel.ZoomY;
vertices[2][2] = ctx->Current.RasterPos[2];
- vertices[2][3] = ctx->Current.RasterPos[3];
+ vertices[2][3] = 1.0;
vertices[3][0] = x;
vertices[3][1] = y + height * ctx->Pixel.ZoomY;
vertices[3][2] = ctx->Current.RasterPos[2];
- vertices[3][3] = ctx->Current.RasterPos[3];
+ vertices[3][3] = 1.0;
texcoords[0][0] = 0.0;
texcoords[0][1] = 0.0;