On Wed, Feb 16, 2000 at 03:30:11PM -0700, Brian Paul wrote:
> In src/matrix.c you'll find the sources for glOrtho() and glFrustum().
> They simply build a 4x4 matrix and multiply it with the current
> (projection) matrix.
Thanks.
> Hmmm, I'm not sure what the implications of using fog in this
>
Michael Vance wrote:
>
> On Wed, Feb 16, 2000 at 01:54:51PM -0700, Brian Paul wrote:
>
> > > Where can I find information about the values in ctx->ProjectionMatrix?
> >
> > Not sure I understand your question.
>
> Where are the values for ctx->ProjectionMatrix generated? I assume
> they're from
On Wed, Feb 16, 2000 at 01:54:51PM -0700, Brian Paul wrote:
> > Where can I find information about the values in ctx->ProjectionMatrix?
>
> Not sure I understand your question.
Where are the values for ctx->ProjectionMatrix generated? I assume
they're from a series of:
glMatrixMode( GL_PROJECT
Michael Vance wrote:
>
> This is all with respect to software Mesa:
>
> Where can I find information about the values in ctx->ProjectionMatrix?
Not sure I understand your question.
> I'm tracing through the glFog code, and for the
> code I'm testing the value of eyez is always zero, so for EX