diff --git a/clutter/cogl/gl/cogl.c b/clutter/cogl/gl/cogl.c index 7b61b63..dcded98 100644 --- a/clutter/cogl/gl/cogl.c +++ b/clutter/cogl/gl/cogl.c @@ -211,17 +211,17 @@ cogl_pop_matrix (void) void cogl_scale (float x, float y) { - glScaled ((double)(x), - (double)(y), + glScalef ((float)(x), + (float)(y), 1.0); } void cogl_translatex (float x, float y, float z) { - glTranslated ((double)(x), - (double)(y), - (double)(z)); + glTranslatef ((float)(x), + (float)(y), + (float)(z)); } void @@ -233,10 +233,10 @@ cogl_translate (gint x, gint y, gint z) void cogl_rotatex (float angle, gint x, gint y, gint z) { - glRotated ((double)(angle), - (double)(x), - (double)(y), - (double)(z)); + glRotatef ((float)(angle), + (float)(x), + (float)(y), + (float)(z)); } void @@ -645,17 +645,13 @@ cogl_perspective (float fovy, * 2) When working with small numbers, we are loosing significant * precision */ - ymax = - (zNear * - (sinf (fovy_rad_half) / - cosf (fovy_rad_half))); - + ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half))); xmax = (ymax * aspect); x = (zNear / xmax); y = (zNear / ymax); c = (-(zFar + zNear) / ( zFar - zNear)); - d = cogl_fixed_mul_div (-(2 * zFar), zNear, (zFar - zNear)); + d = (-(2 * zFar) * zNear) / (zFar - zNear); #define M(row,col) m[col*4+row] M(0,0) = (x); @@ -696,12 +692,12 @@ cogl_frustum (float left, GE( glMatrixMode (GL_PROJECTION) ); GE( glLoadIdentity () ); - GE( glFrustum ((double)(left), - (double)(right), - (double)(bottom), - (double)(top), - (double)(z_near), - (double)(z_far)) ); + GE( glFrustum ((GLdouble)(left), + (GLdouble)(right), + (GLdouble)(bottom), + (GLdouble)(top), + (GLdouble)(z_near), + (GLdouble)(z_far)) ); GE( glMatrixMode (GL_MODELVIEW) ); @@ -773,9 +769,7 @@ cogl_setup_viewport (guint width, { float fovy_rad = (fovy * G_PI) / 180; - z_camera = - ((sinf (fovy_rad) / - cosf (fovy_rad)) >> 1); + z_camera = ((sinf (fovy_rad) / cosf (fovy_rad)) / 2); } GE( glTranslatef (-0.5f, -0.5f, -z_camera) );