mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +00:00
aafd5c3d81
Now GL perspective matrix setup matches that of GLSL and Vulkan, and GL's z_up matrix matches GLSL's (as it should, since they're really going through the same API). GL also needs the depth adjustmet matrix now. Other than having to google the docs for glFrustum, there's nothing wrong with the function itself, but it's nice to have direct control over the matrices. In the process, I discovered how horribly confused I've been at times with respect to the handedness of GL and Quake: GL is right-handed (y-up, z-out, x-right), as is Quake itself (but z-up, y-left, x-in), but as the perspective matrix used in the three renderers expects z-in, having x-right and y-up makes the matrix effectively left-handed (not for Vulkan though, because there it's y-down, x-right, z-up, so right-handed again). |
||
---|---|---|
.. | ||
audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |