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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.4 by root, Mon Oct 4 07:04:58 2004 UTC vs.
Revision 1.6 by root, Mon Oct 4 23:44:54 2004 UTC

25{ 25{
26 // check occlusion queries here 26 // check occlusion queries here
27 27
28 ctx.generation++; 28 ctx.generation++;
29 29
30 //renormalize (orig, p); 30 renormalize (orig, p);
31 31
32 if (ctx.mode == draw_context::DEPTH) 32 if (ctx.mode == draw_context::DEPTH)
33 { 33 {
34 glEnable (GL_POLYGON_OFFSET_FILL); 34 glEnable (GL_POLYGON_OFFSET_FILL);
35 glPolygonOffset (0, 1); 35 glPolygonOffset (0, 1);
50 50
51 glMatrixMode (GL_PROJECTION); 51 glMatrixMode (GL_PROJECTION);
52 glLoadIdentity (); 52 glLoadIdentity ();
53 53
54 GLdouble aspect = (GLdouble)w/h; 54 GLdouble aspect = (GLdouble)w/h;
55 GLdouble zNear = 0.001; 55 GLdouble zNear = 0.1;
56 GLdouble zFar = 100.; 56 GLdouble zFar = 50.;
57 57
58 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 58 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
59 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 59 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
60 60
61 d = normalize (d);//D
62 u = normalize (u);//D
61 vec3 rz = -d; 63 vec3 rz = -d;
62 vec3 rx = cross (u, rz); 64 vec3 rx = cross (u, rz);
63 vec3 ry = cross (rz, rx); 65 vec3 ry = cross (rz, rx);
64 66
65 gl_matrix &m = ctx.projection; 67 gl_matrix &m = ctx.projection;
66 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 68 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x;
67 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 69 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y;
68 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 70 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z;
69 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 71 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
70 72
71 glMultMatrixf ((GLfloat *)m.data); 73 glMultMatrixf ((GLfloat *)m.data);
72 74
75 //glTranslatef (-p.x, -p.y, -p.z);
76
77 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
78
79 ctx.frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) );
80 ctx.frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) );
81 ctx.frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) );
82 ctx.frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) );
83 ctx.frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) );
84 ctx.frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) );
85
73 glMatrixMode (GL_MODELVIEW); 86 glMatrixMode (GL_MODELVIEW);
74 glLoadIdentity (); 87 glLoadIdentity ();
75 glTranslatef (-p.x, -p.y, -p.z);
76 88
77 world.draw (ctx); 89 world.draw (ctx);
78 90
79 ctx.drawn.clear (); 91 ctx.drawn.clear ();
80 92
81 glColorMask (1, 1, 1, 0); 93 glColorMask (1, 1, 1, 0);
82 glDepthMask (1); 94 glDepthMask (1);
83} 95}
84 96
97

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