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author | Eric Anholt <eric@anholt.net> | 2010-06-03 17:16:39 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2010-06-03 17:16:39 -0700 |
commit | 525c92b55ed837a998a8fe894bcad6b7244836fb (patch) | |
tree | 1598d879adc4a62b6594f7df2ae5aebd3cee1a0f | |
parent | f6345606d11fafae41672420cd3f892f065ae52e (diff) |
What you don't want is for the GLSL compiler to end up doing two
matrix multiplications at runtime instead of one.
m--------- | common | 0 | ||||
-rw-r--r-- | gst/gl/gstglbumper.c | 2 |
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" |