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authorIan Romanick <ian.d.romanick@intel.com>2010-02-10 12:20:15 -0800
committerIan Romanick <ian.d.romanick@intel.com>2010-02-10 12:20:15 -0800
commitd5a4b3c3b497ec15e8851ee5f087468f558d27de (patch)
tree97304b5f8f74db72a76e9c6a51178873c8ed4250
parent762aa24b9b9f7b100a04a7230f000fd20fda9009 (diff)
"near" and "far" are magic words in Visual Studio
Thanks for adhering to the C standard, guys.
-rw-r--r--src/matrix.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/matrix.c b/src/matrix.c
index b4859d0..0c97ee9 100644
--- a/src/matrix.c
+++ b/src/matrix.c
@@ -158,36 +158,36 @@ void gluRotate4v(GLUmat4 *result, const GLUvec4 *_axis, GLfloat angle)
void
gluFrustum6f(GLUmat4 *result,
GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
- GLfloat near, GLfloat far)
+ GLfloat n, GLfloat f)
{
- if ((right == left) || (top == bottom) || (near == far)
- || (near < 0.0) || (far < 0.0))
+ if ((right == left) || (top == bottom) || (n == f)
+ || (n < 0.0) || (f < 0.0))
return;
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
- result->col[0].values[0] = (2.0 * near) / (right - left);
- result->col[1].values[1] = (2.0 * near) / (top - bottom);
+ result->col[0].values[0] = (2.0 * n) / (right - left);
+ result->col[1].values[1] = (2.0 * n) / (top - bottom);
result->col[2].values[0] = (right + left) / (right - left);
result->col[2].values[1] = (top + bottom) / (top - bottom);
- result->col[2].values[2] = -(far + near) / (far - near);
+ result->col[2].values[2] = -(f + n) / (f - n);
result->col[2].values[3] = -1.0;
- result->col[3].values[2] = -(2.0 * far * near) / (far - near);
+ result->col[3].values[2] = -(2.0 * f * n) / (f - n);
result->col[3].values[3] = 0.0;
}
void
gluPerspective4f(GLUmat4 *result,
- GLfloat fovy, GLfloat aspect, GLfloat near, GLfloat far)
+ GLfloat fovy, GLfloat aspect, GLfloat n, GLfloat f)
{
const double sine = sin(DEG2RAD(fovy / 2.0));
const double cosine = cos(DEG2RAD(fovy / 2.0));
const double sine_aspect = sine * aspect;
- const double dz = far - near;
+ const double dz = f - n;
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
@@ -197,9 +197,9 @@ gluPerspective4f(GLUmat4 *result,
result->col[0].values[0] = cosine / sine_aspect;
result->col[1].values[1] = cosine / sine;
- result->col[2].values[2] = -(far + near) / dz;
+ result->col[2].values[2] = -(f + n) / dz;
result->col[2].values[3] = -1.0;
- result->col[3].values[2] = -2.0 * near * far / dz;
+ result->col[3].values[2] = -2.0 * n * f / dz;
result->col[3].values[3] = 0.0;
}
@@ -207,19 +207,19 @@ gluPerspective4f(GLUmat4 *result,
void
gluOrtho6f(GLUmat4 *result,
GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
- GLfloat near, GLfloat far)
+ GLfloat n, GLfloat f)
{
- if ((right == left) || (top == bottom) || (near == far))
+ if ((right == left) || (top == bottom) || (n == f))
return;
(void) memcpy(result, & gluIdentityMatrix, sizeof(*result));
result->col[0].values[0] = 2.0 / (right - left);
result->col[1].values[1] = 2.0 / (top - bottom);
- result->col[2].values[2] = -2.0 / (far - near);
+ result->col[2].values[2] = -2.0 / (f - n);
result->col[3].values[0] = -(right + left) / (right - left);
result->col[3].values[1] = -(top + bottom) / (top - bottom);
- result->col[3].values[2] = -(far + near) / (far - near);
+ result->col[3].values[2] = -(f + n) / (f - n);
}