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path: root/opengl/libagl/matrix.cpp
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2012-03-07remove files that moved to frameworks/nativeMathias Agopian
Change-Id: I140d291e520097b1148930f736823650e08488f7
2012-01-03Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGESteve Block
See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
2010-02-03fix [2133133] Software OpenGL ES Lighting is buggy (GL Gears washed out bug)Mathias Agopian
A typo caused GL_AMBIENT_AND_DIFFUSE to only set the the ambient color. Fix another typo which caused the viewer position to be wrong for specular highlights. Switch back to eye-space lighting, since there are still some issues with some demos (San Angeles in particular).
2009-11-02fix [2231527] Compatibility with SpaceJunk game (OpenGL)Mathias Agopian
we treated all lights as local lights when transforming their position back to object space.
2009-08-25If FLAGS_2D_PROJECTION is set, the MVP matrices need updating when changing ↵Martin Storsjo
the viewport.
2009-06-03fix [1610840] Positional light doesn't work correctly on emulatorMathias Agopian
This bug was introduced when lighting computations was changed from eye-space to object-space. The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix. This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular. There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-03-03auto import from //depot/cupcake/@135843The Android Open Source Project
2009-03-03auto import from //depot/cupcake/@135843The Android Open Source Project
2008-12-17Code drop from //branches/cupcake/...@124589The Android Open Source Project
2008-10-21Initial ContributionThe Android Open Source Project