Fix the Z transform in the XYRZHW case.

This commit is contained in:
Lionel Ulmer 2004-01-30 22:57:43 +00:00 committed by Alexandre Julliard
parent 32376a5227
commit 2ae876fadf
1 changed files with 8 additions and 3 deletions

View File

@ -3350,12 +3350,17 @@ d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
height = This->surface->surface_desc.dwHeight; height = This->surface->surface_desc.dwHeight;
/* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
to OpenGL screen coordinates (ie the upper left corner is not the same). * to OpenGL screen coordinates (ie the upper left corner is not the same).
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between */
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0; trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0; trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
#if 0
/* It has been checked that in Messiah, which mixes XYZ and XYZRHZ vertex format in the same scene,
* that the Z coordinate needs to be given to GL unchanged.
*/
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0; trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0;
#endif
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = 0.0;
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0; trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
ENTER_GL(); ENTER_GL();