X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fsanegl.c;fp=src%2Fsanegl.c;h=48c8f053bb22bb16fcdead701c9f06d51f62548f;hb=e808f24e718ba3eae01b20dc3dc9e1526fd20871;hp=b22dadd749f4a7697d5aa9b98e30b18535f60bd5;hpb=7cec9b2f3e7cbaa6d472060b51f60c145bf88406;p=andemo diff --git a/src/sanegl.c b/src/sanegl.c index b22dadd..48c8f05 100644 --- a/src/sanegl.c +++ b/src/sanegl.c @@ -152,17 +152,17 @@ void gl_scalef(float x, float y, float z) gl_mult_matrixf(mat); } -void gl_ortho(float left, float right, float bottom, float top, float near, float far) +void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar) { float mat[] = MAT_IDENT; float dx = right - left; float dy = top - bottom; - float dz = far - near; + float dz = zfar - znear; float tx = -(right + left) / dx; float ty = -(top + bottom) / dy; - float tz = -(far + near) / dz; + float tz = -(zfar + znear) / dz; float sx = 2.0 / dx; float sy = 2.0 / dy; @@ -178,21 +178,21 @@ void gl_ortho(float left, float right, float bottom, float top, float near, floa gl_mult_matrixf(mat); } -void gl_frustum(float left, float right, float bottom, float top, float near, float far) +void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar) { float mat[] = MAT_IDENT; float dx = right - left; float dy = top - bottom; - float dz = far - near; + float dz = zfar - znear; float a = (right + left) / dx; float b = (top + bottom) / dy; - float c = -(far + near) / dz; - float d = -2.0 * far * near / dz; + float c = -(zfar + znear) / dz; + float d = -2.0 * zfar * znear / dz; - mat[0] = 2.0 * near / dx; - mat[5] = 2.0 * near / dy; + mat[0] = 2.0 * znear / dx; + mat[5] = 2.0 * znear / dy; mat[8] = a; mat[9] = b; mat[10] = c; @@ -202,11 +202,11 @@ void gl_frustum(float left, float right, float bottom, float top, float near, fl gl_mult_matrixf(mat); } -void glu_perspective(float vfov, float aspect, float near, float far) +void glu_perspective(float vfov, float aspect, float znear, float zfar) { float vfov_rad = M_PI * vfov / 180.0; - float x = near * tan(vfov_rad / 2.0); - gl_frustum(-aspect * x, aspect * x, -x, x, near, far); + float x = znear * tan(vfov_rad / 2.0); + gl_frustum(-aspect * x, aspect * x, -x, x, znear, zfar); } void gl_apply_xform(unsigned int prog)