Lines Matching defs:matrix

3222             TRACE("Non power two matrix multiply fixup\n");
3449 /* Update the texture matrix */
3507 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3508 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3509 * scaling is reapplied or removed, the texture matrix has to be reapplied
3655 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3667 /* This function is called by transform_view below if the view matrix was changed too
3670 * does not always update the world matrix, only on a switch between transformed
3671 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3681 /* In the general case, the view matrix is the identity matrix */
3735 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3737 TRACE("Setting world matrix %d\n", matrix);
3739 if (matrix >= context->gl_info->limits.blends)
3741 WARN("Unsupported blend matrix set\n");
3754 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3755 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3760 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3761 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3765 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3772 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3800 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3837 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3870 /* No need to update the world matrix, the identity is fine */
3874 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4312 There's always the other option of fixing the view matrix to
4565 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4568 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4569 * this check will fail and the matrix not applied again. This is OK because a simple
4570 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4573 * World and view matrix go into the same gl matrix, so only apply them when neither is
4632 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4818 /* Restore the modelview matrix */
5427 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5429 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix