st/mesa: change viewport Z scale/bias for glBitmap/glDrawPixels

This fixes incorrect Z position of glBitmap, glDraw/CopyPixels for the
svga driver.  Now we use 0.5, 0.5 as is typical for ordinary 3D rendering.

(cherry picked from commit bcd561c66777e58dbb29a573c4d2279772bac6c5)
This commit is contained in:
Brian Paul
2010-02-22 08:04:53 -07:00
parent 504e297a2c
commit cfdd1ca695
2 changed files with 10 additions and 4 deletions

View File

@@ -481,15 +481,18 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
vp.scale[2] = 1.0f;
vp.scale[2] = 0.5f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * width;
vp.translate[1] = 0.5f * height;
vp.translate[2] = 0.0f;
vp.translate[2] = 0.5f;
vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0 - 1.0;
/* draw textured quad */
offset = setup_bitmap_vertex_data(st, x, y, width, height, z, color);

View File

@@ -572,11 +572,11 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * w;
vp.scale[1] = -0.5f * h;
vp.scale[2] = 1.0f;
vp.scale[2] = 0.5f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * w;
vp.translate[1] = 0.5f * h;
vp.translate[2] = 0.0f;
vp.translate[2] = 0.5f;
vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
@@ -601,6 +601,9 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
y0 = (GLfloat) y;
y1 = y + height * ctx->Pixel.ZoomY;
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0 - 1.0;
draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
(GLfloat) width / pt->width0,
(GLfloat) height / pt->height0);