Loading opengl/libagl/matrix.cpp +6 −7 Original line number Diff line number Diff line Loading @@ -741,20 +741,19 @@ void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { // this used for transforming light positions back to object space. // Lights have 3 components positions, so w is always 1. // however, it is used as a switch for directional lights, so we need // w is used as a switch for directional lights, so we need // to preserve it. const GLfixed* const m = mx->matrix.m; const GLfixed rx = rhs->x; const GLfixed ry = rhs->y; const GLfixed rz = rhs->z; lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]); lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]); lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]); lhs->w = rhs->w; const GLfixed rw = rhs->w; lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]); lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]); lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]); lhs->w = rw; } void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) { lhs->z = 0; lhs->w = 0x10000; Loading Loading
opengl/libagl/matrix.cpp +6 −7 Original line number Diff line number Diff line Loading @@ -741,20 +741,19 @@ void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { // this used for transforming light positions back to object space. // Lights have 3 components positions, so w is always 1. // however, it is used as a switch for directional lights, so we need // w is used as a switch for directional lights, so we need // to preserve it. const GLfixed* const m = mx->matrix.m; const GLfixed rx = rhs->x; const GLfixed ry = rhs->y; const GLfixed rz = rhs->z; lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]); lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]); lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]); lhs->w = rhs->w; const GLfixed rw = rhs->w; lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]); lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]); lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]); lhs->w = rw; } void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) { lhs->z = 0; lhs->w = 0x10000; Loading