ClutterBehaviourEllipse api changes; z_camera calculation
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@ -549,6 +549,8 @@ cogl_setup_viewport (guint width,
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ClutterFixed z_near,
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ClutterFixed z_near,
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ClutterFixed z_far)
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ClutterFixed z_far)
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{
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{
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GLfloat z_camera;
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GE( glViewport (0, 0, width, height) );
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GE( glViewport (0, 0, width, height) );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glMatrixMode (GL_PROJECTION) );
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@ -562,7 +564,9 @@ cogl_setup_viewport (guint width,
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/* camera distance from screen, 0.5 * tan (FOV) */
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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#define DEFAULT_Z_CAMERA 0.866025404f
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GE( glTranslatef (-0.5f, -0.5f, -DEFAULT_Z_CAMERA) );
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z_camera = CLUTTER_FIXED_TO_FLOAT (clutter_tani (fovy) >> 1);
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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GE( glScalef ( 1.0f / width,
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GE( glScalef ( 1.0f / width,
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-1.0f / height,
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-1.0f / height,
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1.0f / width) );
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1.0f / width) );
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10
gles/cogl.c
10
gles/cogl.c
@ -489,7 +489,8 @@ cogl_setup_viewport (guint w,
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{
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{
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gint width = (gint) w;
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gint width = (gint) w;
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gint height = (gint) h;
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gint height = (gint) h;
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ClutterFixed z_camera;
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GE( glViewport (0, 0, width, height) );
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GE( glViewport (0, 0, width, height) );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glLoadIdentity () );
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GE( glLoadIdentity () );
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@ -505,10 +506,9 @@ cogl_setup_viewport (guint w,
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/* camera distance from screen, 0.5 * tan (FOV) */
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = clutter_tani (fovy) << 1;
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GE( glTranslatex (-1 << 15,
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-1 << 15,
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GE( glTranslatex (-1 << 15, -1 << 15, -z_camera );
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-CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA)) );
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GE( glScalex ( CFX_ONE / width,
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GE( glScalex ( CFX_ONE / width,
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-CFX_ONE / height,
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-CFX_ONE / height,
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