TINYGL: Fixed all the issues that arised after the refactoring.
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b1b498d336
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8b92e5ec83
4 changed files with 12 additions and 15 deletions
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@ -217,9 +217,7 @@ void gl_shade_vertex(GLContext *c, GLVertex *v) {
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// spot light
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if (l->spot_cutoff != 180) {
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dot_spot = -(d.getX() * l->norm_spot_direction.getX() +
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d.getY() * l->norm_spot_direction.getY() +
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d.getZ() * l->norm_spot_direction.getZ());
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dot_spot = -Vector3::dot(d,l->norm_spot_direction);
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if (twoside && dot_spot < 0)
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dot_spot = -dot_spot;
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if (dot_spot < l->cos_spot_cutoff) {
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@ -187,9 +187,9 @@ void glopTranslate(GLContext *c, GLParam *p) {
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Matrix4 m = Matrix4::identity();
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float x = p[1].f, y = p[2].f, z = p[3].f;
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m.set(3,0,x);
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m.set(3,1,y);
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m.set(3,2,z);
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m.set(0,3,x);
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m.set(1,3,y);
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m.set(2,3,z);
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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@ -288,17 +288,17 @@ Vector3 Matrix4::transform(const Vector3 &vector) const {
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Vector3 Matrix4::transform3x3(const Vector3 &vector) const {
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return Vector3(
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2));
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2));
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}
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TinyGL::Vector4 Matrix4::transform3x4( const Vector4 &vector ) const {
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return Vector4(
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2),
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vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + get(3,3));
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + get(0,3),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + get(1,3),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + get(2,3),
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vector.getX() * get(3,0) + vector.getY() * get(3,1) + vector.getZ() * get(3,2) + get(3,3));
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}
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Vector4 Matrix4::transform(const Vector4 &vector) const {
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@ -216,8 +216,7 @@ public:
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Matrix4& operator*=(const Matrix4 &b)
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{
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Matrix4 result = *this * b;
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*this = result;
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*this = *this * b;
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return *this;
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}
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