Stefan Dösinger : wined3d: Combine two glScalef calls into one.
Alexandre Julliard
julliard at winehq.org
Thu Dec 27 08:31:30 CST 2007
Module: wine
Branch: master
Commit: fd711c57df5005ad2664cd66a75bbd83556c1eaf
URL: http://source.winehq.org/git/wine.git/?a=commit;h=fd711c57df5005ad2664cd66a75bbd83556c1eaf
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Dec 26 22:12:05 2007 +0100
wined3d: Combine two glScalef calls into one.
---
dlls/wined3d/state.c | 14 +++++++-------
1 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index c62e3fa..59ff3d4 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2826,15 +2826,15 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
*/
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
- glScalef(1.0, 1.0, 2.0);
- checkGLcall("glScalef");
-
- /* D3D texture coordinates are flipped compared to OpenGL ones, so
- * render everything upside down when rendering offscreen. */
if (stateblock->wineD3DDevice->render_offscreen) {
- glScalef(1.0, -1.0, 1.0);
- checkGLcall("glScalef");
+ /* D3D texture coordinates are flipped compared to OpenGL ones, so
+ * render everything upside down when rendering offscreen. */
+ glScalef(1.0, -1.0, 2.0);
+ } else {
+ glScalef(1.0, 1.0, 2.0);
}
+ checkGLcall("glScalef");
+
glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
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