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authorEric Anholt <eric@anholt.net>2010-06-03 17:16:39 -0700
committerEric Anholt <eric@anholt.net>2010-06-03 17:16:39 -0700
commit525c92b55ed837a998a8fe894bcad6b7244836fb (patch)
tree1598d879adc4a62b6594f7df2ae5aebd3cee1a0f
parentf6345606d11fafae41672420cd3f892f065ae52e (diff)
gstglbumper: Use the builtin MVP instead of doing P * MV * vertex.HEADmaster
What you don't want is for the GLSL compiler to end up doing two matrix multiplications at runtime instead of one.
m---------common0
-rw-r--r--gst/gl/gstglbumper.c2
2 files changed, 1 insertions, 1 deletions
diff --git a/common b/common
-Subproject 47683c1bbe3be3c8b2468039aa4cd860bbe03e6
+Subproject fc8586793dc45a343772c1e25bf8dd45bbb6421
diff --git a/gst/gl/gstglbumper.c b/gst/gl/gstglbumper.c
index 5611847..8f54f22 100644
--- a/gst/gl/gstglbumper.c
+++ b/gst/gl/gstglbumper.c
@@ -85,7 +85,7 @@ static const gchar *bumper_v_src =
"void main()\n"
"{\n"
" // transform the vertex\n"
- " gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"\n"
" // transform the normal and the tangent to scene coords\n"
" vNormal = normalize(gl_NormalMatrix * gl_Normal);\n"