[gles] Fix computation of camera distance

Port the fix in commit f409b58e to the GLES implementation of
COGL.
This commit is contained in:
Emmanuele Bassi 2009-01-22 14:52:34 +00:00
parent 66331b6863
commit 27dd2f8319

View File

@ -625,6 +625,7 @@ cogl_setup_viewport (guint w,
gint width = (gint) w; gint width = (gint) w;
gint height = (gint) h; gint height = (gint) h;
float z_camera; float z_camera;
float projection_matrix[16];
GE( glViewport (0, 0, width, height) ); GE( glViewport (0, 0, width, height) );
@ -634,24 +635,16 @@ cogl_setup_viewport (guint w,
cogl_perspective (fovy, aspect, z_near, z_far); cogl_perspective (fovy, aspect, z_near, z_far);
GE( cogl_wrap_glLoadIdentity () );
/* /*
* camera distance from screen, 0.5 * tan (FOV) * camera distance from screen
* *
* See comments in ../gl/cogl.c * See comments in ../gl/cogl.c
*/ */
#define DEFAULT_Z_CAMERA 0.869f
z_camera = (DEFAULT_Z_CAMERA);
if (fovy != 60.0)
{
float fovy_rad = (fovy * G_PI) / 180;
z_camera = (sinf (fovy_rad) / cosf (fovy_rad)) / 2;
}
cogl_get_projection_matrix (projection_matrix);
z_camera = 0.5 * projection_matrix[0];
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glTranslatef (-0.5f, -0.5f, -z_camera) ); GE( cogl_wrap_glTranslatef (-0.5f, -0.5f, -z_camera) );