Fix viewport Z scale/bias to get the right Z values from drawing the quad.

This commit is contained in:
Brian
2007-10-17 11:24:06 -06:00
parent 4f23468bd0
commit 2dd27cfdd9
2 changed files with 5 additions and 5 deletions

View File

@@ -326,7 +326,7 @@ clear_with_quad(GLcontext *ctx,
pipe->bind_depth_stencil_state(pipe, cso->data);
}
/* setup state: nothing */
/* rasterizer state: nothing */
{
struct pipe_rasterizer_state raster;
const struct cso_rasterizer *cso;
@@ -367,11 +367,11 @@ clear_with_quad(GLcontext *ctx,
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 0.5;
vp.scale[2] = 1.0;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.5;
vp.translate[2] = 0.0;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}

View File

@@ -570,11 +570,11 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 0.5;
vp.scale[2] = 1.0;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.5;
vp.translate[2] = 0.0;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}