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clutter_actor_project_point/vertices
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28
ChangeLog
28
ChangeLog
@ -1,3 +1,31 @@
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2007-06-12 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-fixed.h:
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Added shorthand CFX_QMUL macro.
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* clutter/clutter-private.h:
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* clutter/clutter-actor.h:
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* clutter/clutter-actor.c:
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Replaced ClutterVertices with ClutterVertex;
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(clutter_actor_get_transformed_vertices):
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(clutter_actor_get_transformed_point):
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Replaced with clutter_actor_projected_vertices and
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clutter_actor_projected_point.
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(_clutter_actor_apply_modelview_transform):
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(_clutter_actor_apply_modelview_transform_recursive):
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Private functions to push actor modelview transforms on OpenGL
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stack.
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* clutter/cogl/cogl.h:
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* clutter/cogl/gl/cogl.c:
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* clutter/cogl/gles/cogl.c:
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(cogl_get_viewport):
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(cogl_get_modelview_matrix):
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(cogl_get_projection_matrix):
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Functions to access OpenGL transforms.
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2007-06-12 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-alpha.c:
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File diff suppressed because it is too large
Load Diff
@ -77,7 +77,7 @@ typedef struct _ClutterActorClass ClutterActorClass;
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typedef struct _ClutterActorBox ClutterActorBox;
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typedef struct _ClutterActorPrivate ClutterActorPrivate;
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typedef struct _ClutterGeometry ClutterGeometry;
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typedef struct _ClutterVertices ClutterVertices;
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typedef struct _ClutterVertex ClutterVertex;
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typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data);
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#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
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@ -108,35 +108,11 @@ struct _ClutterActorBox { ClutterUnit x1, y1, x2, y2; };
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GType clutter_actor_box_get_type (void) G_GNUC_CONST;
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struct _ClutterVertices
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struct _ClutterVertex
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{
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struct
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{
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ClutterUnit x;
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ClutterUnit y;
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ClutterUnit z;
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}topleft;
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struct
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{
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ClutterUnit x;
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ClutterUnit y;
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ClutterUnit z;
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}topright;
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struct
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{
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ClutterUnit x;
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ClutterUnit y;
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ClutterUnit z;
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}bottomleft;
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struct
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{
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ClutterUnit x;
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ClutterUnit y;
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ClutterUnit z;
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}bottomright;
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ClutterUnit x;
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ClutterUnit y;
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ClutterUnit z;
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};
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GType clutter_vertices_get_type (void) G_GNUC_CONST;
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@ -306,15 +282,13 @@ void clutter_actor_move_by (ClutterActor *sel
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gint dx,
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gint dy);
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void clutter_actor_get_transformed_vertices (ClutterActor *self,
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ClutterVertices * verts);
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void clutter_actor_project_vertices (ClutterActor *self,
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ClutterVertex verts[4]);
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void clutter_actor_get_transformed_point (ClutterActor *actor,
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gint x,
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gint y,
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ClutterUnit *x_return,
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ClutterUnit *y_return,
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ClutterUnit *z_return);
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void clutter_actor_project_point (ClutterActor *actor,
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ClutterUnit *x,
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ClutterUnit *y,
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ClutterUnit *z);
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G_END_DECLS
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@ -143,6 +143,7 @@ typedef gint32 ClutterAngle; /* angle such that 1024 == 2*PI */
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#define CFX_INT CLUTTER_FIXED_INT
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#define CFX_MUL CLUTTER_FIXED_MUL
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#define CFX_DIV CLUTTER_FIXED_DIV
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#define CFX_QMUL(x,y) clutter_qmulx (x,y)
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/* Fixed point math routines */
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extern inline
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@ -123,6 +123,10 @@ void _clutter_feature_init (void);
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/* Does this need to be private ? */
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void clutter_do_event (ClutterEvent *event);
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void _clutter_actor_apply_modelview_transform (ClutterActor * self);
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void _clutter_actor_apply_modelview_transform_recursive (ClutterActor * self);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_PRIVATE_H */
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@ -189,6 +189,15 @@ cogl_alpha_func (COGLenum func,
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ClutterFeatureFlags
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cogl_get_features ();
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void
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cogl_get_modelview_matrix (ClutterFixed m[16]);
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void
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cogl_get_projection_matrix (ClutterFixed m[16]);
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void
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cogl_get_viewport (ClutterFixed v[4]);
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G_END_DECLS
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#endif /* __COGL_H__ */
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@ -506,7 +506,7 @@ cogl_perspective (ClutterAngle fovy,
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M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
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M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
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M(3,2) = -1.0F;
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GE( glMultMatrixf (m) );
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#undef M
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}
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@ -533,7 +533,6 @@ cogl_setup_viewport (guint width,
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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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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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@ -585,3 +584,74 @@ cogl_get_features ()
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return flags;
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}
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void
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cogl_get_modelview_matrix (ClutterFixed m[16])
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{
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GLdouble md[16];
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glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
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#define M(m,row,col) m[col*4+row]
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M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
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M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
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M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
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M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
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M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
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M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
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M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
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M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
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M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
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M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
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M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
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M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
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M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
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M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
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M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
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M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
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#undef M
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}
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void
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cogl_get_projection_matrix (ClutterFixed m[16])
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{
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GLdouble md[16];
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glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
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#define M(m,row,col) m[col*4+row]
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M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
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M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
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M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
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M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
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M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
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M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
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M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
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M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
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M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
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M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
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M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
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M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
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M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
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M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
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M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
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M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
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#undef M
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}
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void
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cogl_get_viewport (ClutterFixed v[4])
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{
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GLdouble vd[4];
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glGetDoublev(GL_VIEWPORT, &vd[0]);
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v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
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v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
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v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
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v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]);
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}
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@ -533,3 +533,21 @@ cogl_get_features ()
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/* Suck */
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return 0;
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}
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void
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cogl_get_modelview_matrix (ClutterFixed m[16])
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{
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glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
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}
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void
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cogl_get_projection_matrix (ClutterFixed m[16])
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{
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glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
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}
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void
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cogl_get_viewport (ClutterFixed v[4])
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{
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glGetFixedv(GL_VIEWPORT, &v[0]);
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}
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