Пример #1
0
/**
 * Multiply the current matrix with a translation matrix.
 *
 * \param x translation vector x coordinate.
 * \param y translation vector y coordinate.
 * \param z translation vector z coordinate.
 *
 * \sa glTranslatef().
 *
 * Flushes the vertices and calls _math_matrix_translate() with the top-most
 * matrix in the current stack and the given parameters. Marks
 * __GLcontextRec::NewState with the dirty stack flag.
 */
void GLAPIENTRY
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
   _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
Пример #2
0
/**
 * Multiply the current matrix with a translation matrix.
 *
 * \param x translation vector x coordinate.
 * \param y translation vector y coordinate.
 * \param z translation vector z coordinate.
 *
 * \sa glTranslatef().
 *
 * Flushes the vertices and calls _math_matrix_translate() with the top-most
 * matrix in the current stack and the given parameters. Marks
 * __struct gl_contextRec::NewState with the dirty stack flag.
 */
void GLAPIENTRY
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
    GET_CURRENT_CONTEXT(ctx);

    FLUSH_VERTICES(ctx, 0);
    _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
Пример #3
0
void
cogl_matrix_translate (CoglMatrix *matrix,
		       float x,
		       float y,
		       float z)
{
#ifndef USE_MESA_MATRIX_API
  matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
  matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
  matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
  matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
#else
  _math_matrix_translate (matrix, x, y, z);
#endif
  _COGL_MATRIX_DEBUG_PRINT (matrix);
}