On Mon, Mar 19, 2001 at 03:51:10PM -0700, Brian Paul wrote:
> Ove Kaaven wrote:
> > 
> > I finally got around to testing the Half-Life problems with gl_ztrick
> > again... I used the following patch, and then gl_ztrick 1 worked:
> > 
> > Index: extras/Mesa/src/matrix.c
> > ===================================================================
> > RCS file: /cvsroot/dri/xc/xc/extras/Mesa/src/matrix.c,v
> > retrieving revision 1.12
> > diff -u -r1.12 matrix.c
> > --- extras/Mesa/src/matrix.c    2000/11/09 02:55:12     1.12
> > +++ extras/Mesa/src/matrix.c    2001/03/19 22:28:01
> > @@ -1451,6 +1451,7 @@
> >  void
> >  gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
> >  {
> > +   GLfloat n, f;
> >     ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glViewport");
> > 
> >     if (width<0 || height<0) {
> > @@ -1465,6 +1466,10 @@
> >     width  = CLAMP( width,  1, MAX_WIDTH );
> >     height = CLAMP( height, 1, MAX_HEIGHT );
> > 
> > +   /* Get depth range */
> > +   n = ctx->Viewport.Near;
> > +   f = ctx->Viewport.Far;
> > +
> >     /* Save viewport */
> >     ctx->Viewport.X = x;
> >     ctx->Viewport.Width = width;
> > @@ -1476,8 +1481,8 @@
> >     ctx->Viewport.WindowMap.m[MAT_TX] = ctx->Viewport.WindowMap.m[MAT_SX] + x;
> >     ctx->Viewport.WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
> >     ctx->Viewport.WindowMap.m[MAT_TY] = ctx->Viewport.WindowMap.m[MAT_SY] + y;
> > -   ctx->Viewport.WindowMap.m[MAT_SZ] = 0.5 * ctx->Visual->DepthMaxF;
> > -   ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual->DepthMaxF;
> > +   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);
> > 
> >     ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
> >     ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
> 
> 
> Great!  I'll apply the patch to the DRI and Mesa trees.

Did this patch ever make in to the cvs? I still have this problem on my
V3.

Regards
Lars Munch


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