TINYGL: Fixed an error in matrix transpose method and optimized the code a little bit more.
This commit is contained in:
parent
f40cfb020c
commit
19c819e2b0
5 changed files with 41 additions and 42 deletions
|
@ -85,7 +85,7 @@ void glopBegin(GLContext *c, GLParam *p) {
|
|||
}
|
||||
|
||||
// test if the texture matrix is not Identity
|
||||
c->apply_texture_matrix = !c->matrix_stack_ptr[2]->IsIdentity();
|
||||
c->apply_texture_matrix = !c->matrix_stack_ptr[2]->isIdentity();
|
||||
|
||||
c->matrix_model_projection_updated = 0;
|
||||
}
|
||||
|
@ -129,7 +129,6 @@ void glopBegin(GLContext *c, GLParam *p) {
|
|||
// TODO : handle all cases
|
||||
static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
|
||||
Matrix4 *m;
|
||||
Vector4 *n;
|
||||
|
||||
if (c->lighting_enabled) {
|
||||
// eye coordinates needed for lighting
|
||||
|
@ -142,9 +141,8 @@ static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
|
|||
m->transform(v->ec, v->pc);
|
||||
|
||||
m = &c->matrix_model_view_inv;
|
||||
n = &c->current_normal;
|
||||
|
||||
m->transform3x3(*n, v->normal);
|
||||
m->transform3x3(c->current_normal, v->normal);
|
||||
|
||||
if (c->normalize_enabled) {
|
||||
v->normal.normalize();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue