Fix gs_matrix_* issues
Multiplication of the matricies was being done in the wrong direction. This caused source transformations to come out looking incorrect, for example the linux-xshm source's cursor would not be drawn correctly or in the right position if the source was moved/scaled/rotated. The problem just turned out to be that the gs_matrix_* functions were multiplying in the wrong direction. Reverse the direction of multiplication, and the problem is solved.
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@@ -297,35 +297,35 @@ void gs_matrix_mul(const struct matrix4 *matrix)
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{
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struct matrix4 *top_mat = top_matrix(thread_graphics);
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if (top_mat)
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matrix4_mul(top_mat, top_mat, matrix);
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matrix4_mul(top_mat, matrix, top_mat);
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}
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void gs_matrix_rotquat(const struct quat *rot)
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{
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struct matrix4 *top_mat = top_matrix(thread_graphics);
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if (top_mat)
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matrix4_rotate(top_mat, top_mat, rot);
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matrix4_rotate_i(top_mat, rot, top_mat);
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}
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void gs_matrix_rotaa(const struct axisang *rot)
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{
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struct matrix4 *top_mat = top_matrix(thread_graphics);
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if (top_mat)
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matrix4_rotate_aa(top_mat, top_mat, rot);
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matrix4_rotate_aa_i(top_mat, rot, top_mat);
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}
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void gs_matrix_translate(const struct vec3 *pos)
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{
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struct matrix4 *top_mat = top_matrix(thread_graphics);
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if (top_mat)
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matrix4_translate3v(top_mat, top_mat, pos);
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matrix4_translate3v_i(top_mat, pos, top_mat);
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}
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void gs_matrix_scale(const struct vec3 *scale)
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{
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struct matrix4 *top_mat = top_matrix(thread_graphics);
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if (top_mat)
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matrix4_scale(top_mat, top_mat, scale);
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matrix4_scale_i(top_mat, scale, top_mat);
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}
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void gs_matrix_rotaa4f(float x, float y, float z, float angle)
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@@ -335,7 +335,7 @@ void gs_matrix_rotaa4f(float x, float y, float z, float angle)
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if (top_mat) {
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axisang_set(&aa, x, y, z, angle);
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matrix4_rotate_aa(top_mat, top_mat, &aa);
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matrix4_rotate_aa_i(top_mat, &aa, top_mat);
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}
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}
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@@ -346,7 +346,7 @@ void gs_matrix_translate3f(float x, float y, float z)
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if (top_mat) {
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vec3_set(&p, x, y, z);
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matrix4_translate3v(top_mat, top_mat, &p);
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matrix4_translate3v_i(top_mat, &p, top_mat);
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}
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}
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@@ -357,7 +357,7 @@ void gs_matrix_scale3f(float x, float y, float z)
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if (top_mat) {
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vec3_set(&p, x, y, z);
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matrix4_scale(top_mat, top_mat, &p);
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matrix4_scale_i(top_mat, &p, top_mat);
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}
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}
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