Ignore:
Timestamp:
Feb 18, 2011, 1:09:28 AM (9 years ago)
Author:
sam
Message:

Get rid of float3, float4, int3 etc. in favour of GLSL types.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/video.cpp

    r662 r664  
    3232Shader *stdshader;
    3333#endif
    34 float4x4 projection_matrix, view_matrix, model_matrix;
     34mat4 projection_matrix, view_matrix, model_matrix;
    3535
    3636#if LOL_EXPERIMENTAL
     
    9393#undef near /* Fuck Microsoft */
    9494#undef far /* Fuck Microsoft again */
    95     float4x4 proj;
     95    mat4 proj;
    9696
    9797    float width = GetWidth();
     
    104104    {
    105105        /* The easy way: purely orthogonal projection. */
    106         proj = float4x4::ortho(0, width, 0, height, near, far);
     106        proj = mat4::ortho(0, width, 0, height, near, far);
    107107    }
    108108    else
     
    124124        }
    125125
    126         proj = float4x4::frustum(-near * t1, near * t1,
    127                                  -near * t2, near * t2, near, far)
    128              * float4x4::translate(-0.5f * width, -0.5f * height, -dist);
     126        proj = mat4::frustum(-near * t1, near * t1,
     127                             -near * t2, near * t2, near, far)
     128             * mat4::translate(-0.5f * width, -0.5f * height, -dist);
    129129    }
    130130
    131131#if LOL_EXPERIMENTAL
    132132    projection_matrix = proj;
    133     view_matrix = float4x4(1.0f);
     133    view_matrix = mat4(1.0f);
    134134#else
    135135    glMatrixMode(GL_PROJECTION);
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