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authorSamuel Rødal <sroedal@trolltech.com>2009-06-25 10:38:38 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-06-25 11:19:39 (GMT)
commite3886938f27da1ed460de83235d9fd3d5abd4713 (patch)
treef29e53670a85ededd2a6f41a2976873cb316ecda /LICENSE.LGPL
parent0c1be3042e27bf1980afa14eb6b0990b78bdd15f (diff)
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Fixed buggy clipping when using projective transforms in GL 2 engine.
The gl_Position x, y, and z coordinates are always divided by the homogenuous w coordinate to yield the final coordinates. Since we want the depth to be constant for the whole item we need to premultiply it by the w-coordinate. We can do this in the main() function in the vertex programs since all the vertex programs use the depth uniform, thus simplifying the programs a bit. Reviewed-by: Trond
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