diff --git a/clutter/clutter/clutter-stage.c b/clutter/clutter/clutter-stage.c index 35ded04f7..c9680388b 100644 --- a/clutter/clutter/clutter-stage.c +++ b/clutter/clutter/clutter-stage.c @@ -673,7 +673,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon, Vector4 *poly; graphene_vec3_t b; graphene_vec3_t c; - float wz, ww; + float zw, ww; int count; tmp_poly = g_alloca (sizeof (Vector4) * n_vertices * 2); @@ -694,9 +694,9 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon, * frustum; coordinates range from [-Wc,Wc] left to right on the * x-axis and [Wc,-Wc] top to bottom on the y-axis. */ - wz = cogl_matrix_get_value (projection, 3, 2); - ww = cogl_matrix_get_value (projection, 3, 3); - Wc = DEPTH * wz + ww; + zw = graphene_matrix_get_value (projection, 2, 3); + ww = graphene_matrix_get_value (projection, 3, 3); + Wc = DEPTH * zw + ww; #define CLIP_X(X) ((((float)X - viewport[0]) * (2.0 / viewport[2])) - 1) * Wc #define CLIP_Y(Y) ((((float)Y - viewport[1]) * (2.0 / viewport[3])) - 1) * -Wc @@ -709,7 +709,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon, tmp_poly[i].w = Wc; } - Wc = DEPTH * 2 * wz + ww; + Wc = DEPTH * 2 * zw + ww; /* FIXME: technically we don't need to project all of the points * twice, it would be enough project every other point since @@ -1585,8 +1585,7 @@ clutter_stage_real_apply_transform (ClutterActor *stage, /* FIXME: we probably shouldn't be explicitly resetting the matrix * here... */ - cogl_matrix_init_identity (matrix); - cogl_matrix_multiply (matrix, matrix, &priv->view); + graphene_matrix_init_from_matrix (matrix, &priv->view); } static void @@ -2064,12 +2063,11 @@ clutter_stage_set_perspective (ClutterStage *stage, priv->perspective = *perspective; - cogl_matrix_init_identity (&priv->projection); - cogl_matrix_perspective (&priv->projection, - priv->perspective.fovy, - priv->perspective.aspect, - priv->perspective.z_near, - priv->perspective.z_far); + graphene_matrix_init_perspective (&priv->projection, + priv->perspective.fovy, + priv->perspective.aspect, + priv->perspective.z_near, + priv->perspective.z_far); cogl_graphene_matrix_get_inverse (&priv->projection, &priv->inverse_projection);