Add a set of predicate functions for testing matrices instead of directly

testing the flags field.
Move definition of all the MAT_FLAGs into the m_matrix.c file since they're
now private.
This commit is contained in:
Brian Paul 2005-06-30 14:22:23 +00:00
parent f138b977d0
commit 049e320f46
10 changed files with 195 additions and 136 deletions

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@ -2,7 +2,7 @@
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -945,7 +945,7 @@ _mesa_PopAttrib(void)
/* lighting enable */
_mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
/* per-light state */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
for (i = 0; i < MAX_LIGHTS; i++) {
@ -1106,7 +1106,7 @@ _mesa_PopAttrib(void)
const struct gl_transform_attrib *xform;
xform = (const struct gl_transform_attrib *) attr->data;
_mesa_MatrixMode(xform->MatrixMode);
if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
/* restore clip planes */

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@ -1,9 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 5.1
* Version: 6.3
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -68,7 +67,7 @@ _mesa_ClipPlane( GLenum plane, const GLdouble *eq )
* clipping now takes place. The clip-space equations are recalculated
* whenever the projection matrix changes.
*/
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY)
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
_mesa_transform_vector( equation, equation,
@ -85,7 +84,7 @@ _mesa_ClipPlane( GLenum plane, const GLdouble *eq )
* code in _mesa_update_state().
*/
if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
_mesa_transform_vector( ctx->Transform._ClipUserPlane[p],

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@ -257,7 +257,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
if (state) {
ctx->Transform.ClipPlanesEnabled |= (1 << p);
if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
/* This derived state also calculated in clip.c and

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@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.1
* Version: 6.3
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -114,7 +114,7 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
case GL_SPOT_DIRECTION: {
GLfloat tmp[4];
/* transform direction by inverse modelview */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
@ -1107,10 +1107,7 @@ static void
update_modelview_scale( GLcontext *ctx )
{
ctx->_ModelViewInvScale = 1.0F;
if (ctx->ModelviewMatrixStack.Top->flags & (MAT_FLAG_UNIFORM_SCALE |
MAT_FLAG_GENERAL_SCALE |
MAT_FLAG_GENERAL_3D |
MAT_FLAG_GENERAL) ) {
if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
if (f < 1e-12) f = 1.0;
@ -1139,8 +1136,7 @@ _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state )
ctx->_NeedEyeCoords = 1;
if (ctx->Light.Enabled &&
!TEST_MAT_FLAGS( ctx->ModelviewMatrixStack.Top,
MAT_FLAGS_LENGTH_PRESERVING))
!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
ctx->_NeedEyeCoords = 1;

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@ -1,13 +1,3 @@
/**
* \file matrix.c
* Matrix operations.
*
* \note
* -# 4x4 transformation matrices are stored in memory in column major order.
* -# Points/vertices are to be thought of as column vectors.
* -# Transformation of a point p by a matrix M is: p' = M * p
*/
/*
* Mesa 3-D graphics library
* Version: 6.3
@ -33,6 +23,17 @@
*/
/**
* \file matrix.c
* Matrix operations.
*
* \note
* -# 4x4 transformation matrices are stored in memory in column major order.
* -# Points/vertices are to be thought of as column vectors.
* -# Transformation of a point p by a matrix M is: p' = M * p
*/
#include "glheader.h"
#include "imports.h"
#include "context.h"
@ -601,18 +602,13 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
tmps = width; width = height; height = tmps;
}
/* compute scale and bias values :: This is really driver-specific
* and should be maintained elsewhere if at all. NOTE: RasterPos
* uses this.
/* Compute scale and bias values. This is really driver-specific
* and should be maintained elsewhere if at all.
* NOTE: RasterPos uses this.
*/
ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
ctx->Viewport._WindowMap.m[MAT_SZ] = depthMax * ((f - n) / 2.0F);
ctx->Viewport._WindowMap.m[MAT_TZ] = depthMax * ((f - n) / 2.0F + n);
ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
_math_matrix_viewport(&ctx->Viewport._WindowMap, x, y, width, height,
n, f, depthMax);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.Viewport) {
@ -916,6 +912,8 @@ void _mesa_init_transform( GLcontext *ctx )
*/
void _mesa_init_viewport( GLcontext *ctx )
{
GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
/* Viewport group */
ctx->Viewport.X = 0;
ctx->Viewport.Y = 0;
@ -925,17 +923,8 @@ void _mesa_init_viewport( GLcontext *ctx )
ctx->Viewport.Far = 1.0;
_math_matrix_ctr(&ctx->Viewport._WindowMap);
#if 0000
#define Sz 10
#define Tz 14
ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
#undef Sz
#undef Tz
#endif
ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
_math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
0.0F, 1.0F, depthMax);
}

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@ -2176,7 +2176,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
GLfloat tmp[4];
/* Transform plane equation by the inverse modelview matrix */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
@ -2232,7 +2232,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
else if (pname==GL_EYE_PLANE) {
GLfloat tmp[4];
/* Transform plane equation by the inverse modelview matrix */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
@ -2285,7 +2285,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
else if (pname==GL_EYE_PLANE) {
GLfloat tmp[4];
/* Transform plane equation by the inverse modelview matrix */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
@ -2332,7 +2332,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
else if (pname==GL_EYE_PLANE) {
GLfloat tmp[4];
/* Transform plane equation by the inverse modelview matrix */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
@ -2874,7 +2874,7 @@ update_texture_matrices( GLcontext *ctx )
ctx->Texture._TexMatEnabled = 0;
for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->TextureMatrixStack[i].Top->flags & MAT_DIRTY) {
if (_math_matrix_is_dirty(ctx->TextureMatrixStack[i].Top)) {
_math_matrix_analyse( ctx->TextureMatrixStack[i].Top );
if (ctx->Texture.Unit[i]._ReallyEnabled &&

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@ -42,6 +42,79 @@
#include "m_matrix.h"
/**
* \defgroup MatFlags MAT_FLAG_XXX-flags
*
* Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
* It would be nice to make all these flags private to m_matrix.c
*/
/*@{*/
#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
* (Not actually used - the identity
* matrix is identified by the absense
* of all other flags.)
*/
#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */
#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
/** angle preserving matrix flags mask */
#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE)
/** geometry related matrix flags mask */
#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D | \
MAT_FLAG_PERSPECTIVE | \
MAT_FLAG_SINGULAR)
/** length preserving matrix flags mask */
#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION)
/** 3D (non-perspective) matrix flags mask */
#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D)
/** dirty matrix flags mask */
#define MAT_DIRTY (MAT_DIRTY_TYPE | \
MAT_DIRTY_FLAGS | \
MAT_DIRTY_INVERSE)
/*@}*/
/**
* Test geometry related matrix flags.
*
* \param mat a pointer to a GLmatrix structure.
* \param a flags mask.
*
* \returns non-zero if all geometry related matrix flags are contained within
* the mask, or zero otherwise.
*/
#define TEST_MAT_FLAGS(mat, a) \
((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
/**
* Names of the corresponding GLmatrixtype values.
*/
@ -1037,6 +1110,26 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
MAT_DIRTY_INVERSE);
}
/**
* Set matrix to do viewport and depthrange mapping.
* Transforms Normalized Device Coords to window/Z values.
*/
void
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
GLfloat zNear, GLfloat zFar, GLfloat depthMax)
{
m->m[MAT_SX] = (GLfloat) width / 2.0F;
m->m[MAT_TX] = m->m[MAT_SX] + x;
m->m[MAT_SY] = (GLfloat) height / 2.0F;
m->m[MAT_TY] = m->m[MAT_SY] + y;
m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F);
m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear);
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT;
}
/**
* Set a matrix to the identity matrix.
*
@ -1296,6 +1389,47 @@ _math_matrix_analyse( GLmatrix *mat )
/*@}*/
/**
* Test if the given matrix preserves vector lengths.
*/
GLboolean
_math_matrix_is_length_preserving( const GLmatrix *m )
{
return TEST_MAT_FLAGS( m, MAT_FLAGS_LENGTH_PRESERVING);
}
/**
* Test if the given matrix does any rotation.
* (or perhaps if the upper-left 3x3 is non-identity)
*/
GLboolean
_math_matrix_has_rotation( const GLmatrix *m )
{
if (m->flags & (MAT_FLAG_GENERAL |
MAT_FLAG_ROTATION |
MAT_FLAG_GENERAL_3D |
MAT_FLAG_PERSPECTIVE))
return GL_TRUE;
else
return GL_FALSE;
}
GLboolean
_math_matrix_is_general_scale( const GLmatrix *m )
{
return (m->flags & MAT_FLAG_GENERAL_SCALE) ? GL_TRUE : GL_FALSE;
}
GLboolean
_math_matrix_is_dirty( const GLmatrix *m )
{
return (m->flags & MAT_DIRTY) ? GL_TRUE : GL_FALSE;
}
/**********************************************************************/
/** \name Matrix setup */
/*@{*/

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@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.2
* Version: 6.3
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -48,77 +48,6 @@
/*@}*/
/**
* \defgroup MatFlags MAT_FLAG_XXX-flags
*
* Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
* It would be nice to make all these flags private to m_matrix.c
*/
/*@{*/
#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
* (Not actually used - the identity
* matrix is identified by the absense
* of all other flags.)
*/
#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */
#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
/** angle preserving matrix flags mask */
#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE)
/** length preserving matrix flags mask */
#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION)
/** 3D (non-perspective) matrix flags mask */
#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D)
/** geometry related matrix flags mask */
#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D | \
MAT_FLAG_PERSPECTIVE | \
MAT_FLAG_SINGULAR)
/** dirty matrix flags mask */
#define MAT_DIRTY (MAT_DIRTY_TYPE | \
MAT_DIRTY_FLAGS | \
MAT_DIRTY_INVERSE)
/*@}*/
/**
* Test geometry related matrix flags.
*
* \param mat a pointer to a GLmatrix structure.
* \param a flags mask.
*
* \returns non-zero if all geometry related matrix flags are contained within
* the mask, or zero otherwise.
*/
#define TEST_MAT_FLAGS(mat, a) \
((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
/**
* Different kinds of 4x4 transformation matrices.
* We use these to select specific optimized vertex transformation routines.
@ -188,6 +117,10 @@ _math_matrix_frustum( GLmatrix *mat,
GLfloat bottom, GLfloat top,
GLfloat nearval, GLfloat farval );
extern void
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
GLfloat zNear, GLfloat zFar, GLfloat depthMax);
extern void
_math_matrix_set_identity( GLmatrix *dest );
@ -200,6 +133,17 @@ _math_matrix_analyse( GLmatrix *mat );
extern void
_math_matrix_print( const GLmatrix *m );
extern GLboolean
_math_matrix_is_length_preserving( const GLmatrix *m );
extern GLboolean
_math_matrix_has_rotation( const GLmatrix *m );
extern GLboolean
_math_matrix_is_general_scale( const GLmatrix *m );
extern GLboolean
_math_matrix_is_dirty( const GLmatrix *m );
/**

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@ -2,7 +2,7 @@
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -145,7 +145,7 @@ _mesa_init_vp_per_primitive_registers(GLcontext *ctx)
}
else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_INVERSE_NV) {
_math_matrix_analyse(mat); /* update the inverse */
assert((mat->flags & MAT_DIRTY_INVERSE) == 0);
ASSERT(!math_matrix_is_dirty(mat));
load_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
}
else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_TRANSPOSE_NV) {
@ -155,7 +155,7 @@ _mesa_init_vp_per_primitive_registers(GLcontext *ctx)
assert(ctx->VertexProgram.TrackMatrixTransform[i]
== GL_INVERSE_TRANSPOSE_NV);
_math_matrix_analyse(mat); /* update the inverse */
assert((mat->flags & MAT_DIRTY_INVERSE) == 0);
ASSERT(!math_matrix_is_dirty(mat));
load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
}
}

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@ -60,7 +60,7 @@ run_normal_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
/* We can only use the display list's saved normal lengths if we've
* got a transformation matrix with uniform scaling.
*/
if (ctx->ModelviewMatrixStack.Top->flags & MAT_FLAG_GENERAL_SCALE)
if (_math_matrix_is_general_scale(ctx->ModelviewMatrixStack.Top))
lengths = NULL;
else
lengths = VB->NormalLengthPtr;
@ -108,10 +108,7 @@ validate_normal_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
*/
GLuint transform = NORM_TRANSFORM_NO_ROT;
if (ctx->ModelviewMatrixStack.Top->flags & (MAT_FLAG_GENERAL |
MAT_FLAG_ROTATION |
MAT_FLAG_GENERAL_3D |
MAT_FLAG_PERSPECTIVE)) {
if (_math_matrix_has_rotation(ctx->ModelviewMatrixStack.Top)) {
/* need to do full (3x3) matrix transform */
transform = NORM_TRANSFORM;
}