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author | Samuel Rødal <sroedal@trolltech.com> | 2009-06-25 10:38:38 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-06-25 11:19:39 (GMT) |
commit | e3886938f27da1ed460de83235d9fd3d5abd4713 (patch) | |
tree | f29e53670a85ededd2a6f41a2976873cb316ecda /LICENSE.LGPL | |
parent | 0c1be3042e27bf1980afa14eb6b0990b78bdd15f (diff) | |
download | Qt-e3886938f27da1ed460de83235d9fd3d5abd4713.zip Qt-e3886938f27da1ed460de83235d9fd3d5abd4713.tar.gz Qt-e3886938f27da1ed460de83235d9fd3d5abd4713.tar.bz2 |
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
Diffstat (limited to 'LICENSE.LGPL')
0 files changed, 0 insertions, 0 deletions