Re: [Mesa-dev] Question about ProjectionMatrix

2000-02-16 Thread Michael Vance
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 >

Re: [Mesa-dev] Question about ProjectionMatrix

2000-02-16 Thread Brian Paul
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

Re: [Mesa-dev] Question about ProjectionMatrix

2000-02-16 Thread Michael Vance
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

Re: [Mesa-dev] Question about ProjectionMatrix

2000-02-16 Thread Brian Paul
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