pfill_fb.width = width;
pfill_fb.height = height;
- st->vport[0] = st->vport[1] = 0;
- st->vport[2] = width;
- st->vport[3] = height;
+ g3d_viewport(0, 0, width, height);
}
void g3d_viewport(int x, int y, int w, int h)
nfaces = (iarr ? iarr_size : varr_size) / vnum;
for(j=0; j<nfaces; j++) {
+ vnum = prim; /* reset vnum for each iteration */
for(i=0; i<vnum; i++) {
v[i] = iarr ? varr[*iarr++] : *varr++;
/* clipping */
for(i=0; i<6; i++) {
- struct g3d_vertex orig[16];
- memcpy(orig, v, vnum * sizeof *v);
+ struct g3d_vertex tmpv[16];
+ memcpy(tmpv, v, vnum * sizeof *v);
- if(clip_frustum(v, &vnum, orig, vnum, i) < 0) {
+ if(clip_frustum(v, &vnum, tmpv, vnum, i) < 0) {
/* polygon completely outside of view volume. discard */
- return;
+ vnum = 0;
+ break;
}
}
+ if(!vnum) continue;
+
for(i=0; i<vnum; i++) {
if(v[i].w != 0.0f) {
v[i].x /= v[i].w;
{
int i, j;
- float tsec = 0;//time_msec / 1000.0f;
+ float tsec = time_msec / 1000.0f;
static float phase[] = {0.0, M_PI / 3.0, M_PI * 0.8};
static float speed[] = {0.8, 1.4, 1.0};
static float scale[][3] = {{1, 2, 0.8}, {0.5, 1.6, 0.6}, {1.5, 0.7, 0.5}};
draw_mesh(&mmesh);
+ g3d_viewport(0, 0, fb_width, fb_height);
+
swap_buffers(fb_pixels);
}
if(pv[i].y > pv[botidx].y) botidx = i;
}
- left = alloca(pfill_fb.height * sizeof *left);
- right = alloca(pfill_fb.height * sizeof *right);
+ /* +1 to avoid crashing due to off-by-one rounding errors in the rasterization */
+ left = alloca((pfill_fb.height + 1) * sizeof *left);
+ right = alloca((pfill_fb.height + 1) * sizeof *right);
for(i=0; i<nverts; i++) {
int next = NEXTIDX(i);
xsz = fb_width * fbscale;
ysz = fb_height * fbscale;
- if(!(fb_pixels = malloc(fb_width * fb_height * fb_bpp / CHAR_BIT))) {
+ /* allocate 1 extra row as a guard band, until we fucking fix the rasterizer */
+ if(!(fb_pixels = malloc(fb_width * (fb_height + 1) * fb_bpp / CHAR_BIT))) {
fprintf(stderr, "failed to allocate virtual framebuffer\n");
return 1;
}