From: Miles P. <je...@tu...> - 2001-03-05 23:08:45
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If that does work, make sure to send a message to the list so it'll be in the next CVS.. being able to play halflife would be nice :) -miles On Mon, 5 Mar 2001, Brian Paul wrote: > Ove Kaaven wrote: > > > > Oh, just noticed something else. The frame setup sequence is like: > > > > glDepthFunc > > glDepthRange > > glMatrixMode > > glLoadIdentity > > glViewport > > glFrustum > > glCullFace > > glMatrixMode > > glLoadIdentity > > glRotate > > glTranslate > > > > and I looked into the Mesa sources, where > > > > _mesa_DepthRange > > ... > > ctx->Viewport.WindowMap.m[MAT_SZ] = ctx->Visual->DepthMaxF * ((f - n) / 2.0); > > ctx->Viewport.WindowMap.m[MAT_TZ] = ctx->Visual->DepthMaxF * ((f - n) / 2.0 + n); > > > > is overwritten by > > > > gl_Viewport > > ... > > ctx->Viewport.WindowMap.m[MAT_SZ] = 0.5 * ctx->Visual->DepthMaxF; > > ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual->DepthMaxF; > > > > Maybe someone should determine what the correct code should be... > > Try moving the _mesa_DepthRange() code into gl_Viewport() and test it. > That could very well be the solution. > > -Brian > > _______________________________________________ > Dri-devel mailing list > Dri...@li... > http://lists.sourceforge.net/lists/listinfo/dri-devel > |