GLfloat w = ((GLfloat) ctx->Viewport.Width) * 0.5;
GLfloat h = ((GLfloat) ctx->Viewport.Height) * 0.5;
GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;
- GLfloat projection[16];
int i;
if (ctx->DrawBuffer) {
OUT_RINGp(projection, 16);
}
+static void nv10UpdateModelviewMatrix(GLcontext *ctx)
+{
+ /* TODO update modelview if lighting or vertex weight enabled
+ update inverse modelview if lighting enabled
+ or update projection if lighting and vertex weight disabled
+ */
+
+ nv10UpdateProjectionMatrix(ctx);
+}
+
/* Update anything that depends on the window position/size */
static void nv10WindowMoved(nouveauContextPtr nmesa)
{
nmesa->hw_func.BindBuffers = nv10BindBuffers;
nmesa->hw_func.WindowMoved = nv10WindowMoved;
nmesa->hw_func.UpdateProjectionMatrix = nv10UpdateProjectionMatrix;
+ nmesa->hw_func.UpdateModelviewMatrix = nv10UpdateModelviewMatrix;
}