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author | Mathias Agopian <mathias@google.com> | 2009-11-02 18:33:08 -0800 |
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committer | Mathias Agopian <mathias@google.com> | 2009-11-02 18:33:08 -0800 |
commit | 569819896760f06e33af1fa261ab3614c3e1e5ff (patch) | |
tree | 9e2894ae9df4936da4d47c1e6d1f0b10af099575 /opengl | |
parent | 989b76aadd92538c7ab4ca00c34508b42fda8cef (diff) | |
download | frameworks_base-569819896760f06e33af1fa261ab3614c3e1e5ff.zip frameworks_base-569819896760f06e33af1fa261ab3614c3e1e5ff.tar.gz frameworks_base-569819896760f06e33af1fa261ab3614c3e1e5ff.tar.bz2 |
fix [2231527] Compatibility with SpaceJunk game (OpenGL)
we treated all lights as local lights when transforming their
position back to object space.
Diffstat (limited to 'opengl')
-rw-r--r-- | opengl/libagl/matrix.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/opengl/libagl/matrix.cpp b/opengl/libagl/matrix.cpp index 21ef50e..3c50977 100644 --- a/opengl/libagl/matrix.cpp +++ b/opengl/libagl/matrix.cpp @@ -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; |