wt., 18 wrz 2018 o 15:59 Sergii Romantsov <sergii.romant...@gmail.com> napisaĆ(a): > > Specification doesn't define behaviour for rotation of 0-vector. > Windows and Nvidia drivers have a workaround for that. > For compatibility proposed that for 0-vector a rotation will be > done around x-axis. > > -v2: logic moved to _math_matrix_rotate > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100960 > Signed-off-by: Sergii Romantsov <sergii.romant...@globallogic.com> > --- > src/mesa/math/m_matrix.c | 19 +++++++++++++++++++ > 1 file changed, 19 insertions(+) > > diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c > index 57a4953..2b3adb3 100644 > --- a/src/mesa/math/m_matrix.c > +++ b/src/mesa/math/m_matrix.c > @@ -824,6 +824,25 @@ _math_matrix_rotate( GLmatrix *mat, > M(1,0) = s; > } > } > + else { > + /* https://bugs.freedesktop.org/show_bug.cgi?id=100960 > + * https://github.com/KhronosGroup/OpenGL-API/issues/41 > + * So that is kind of workaround for empty-vectors to have > + * compatibility with Windows and Nvidia drivers. > + */ > + optimized = GL_TRUE; > + /* rotate only around x-axis */ > + M(1,1) = c; > + M(2,2) = c; > + if (x < 0.0F) {
Isn't x guaranteed to be 0.0F here? And I think you wanted to treat it as 1.0F in that case, so that (0, 0, 0) becomes (1, 0, 0). Regards, Gustaw Smolarczyk > + M(1,2) = s; > + M(2,1) = -s; > + } > + else { > + M(1,2) = -s; > + M(2,1) = s; > + } > + } > } > else if (z == 0.0F) { > optimized = GL_TRUE; > -- > 2.7.4 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev