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path: root/src/mesa/math/m_xform.h
AgeCommit message (Collapse)Author
2004-05-10Add EXT_vertex_cull support to mesaKeith Whitwell
2004-03-08remove redundant macros (also in m_matrix.h)Brian Paul
2003-06-05Removed all RCS / CVS tags (Id, Header, Date, etc.) from everything.Ian Romanick
2002-01-05Vertex program checkpoint commit: converted all vertex attributes (color,Brian Paul
normal, texcoords, fogcoord, secondary color, etc) to GLfloat[4] datatype. Aliasing of glVertex, glNormal, glColor, glFogCoord, etc. to glVertexAttrib now complete.
2001-03-30Remove all traces of CULL_MASK_ACTIVE.Gareth Hughes
2001-03-12- Add -D_POSIX_SOURCE -D_POSIX_C_SOURCE=199309L to linux builds, we'veGareth Hughes
been using it with the DRI for long enough without any issues and we need it to include the katmai functions. - Make katmai assembly work with the debug tests. - A few general cleanups.
2001-03-12Consistent copyright info (version number, date) across all files.Gareth Hughes
2001-03-03more namespace clean-upsBrian Paul
2001-03-03lots of gl_*() to _mesa_*() namespace clean-upBrian Paul
2001-01-13Fix crash in book/stencil.Keith Whitwell
Allow drivers to perform the perspective divide themselves. Assembly to do cliptesting without perspective divide for size-4 vectors.
2001-01-05various compilation/warning fixesKeith Whitwell
2000-12-26Major rework of tnl moduleKeith Whitwell
New array_cache module Support 8 texture units in core mesa (now support 8 everywhere) Rework core mesa statechange operations to avoid flushing on many noop statechanges.
2000-11-17Minor header file changes to silence warnings.Brian Paul
Added _mesa_enable_sw_extensions(), called by software-only drivers to enable all s/w-supported GL extensions.
2000-11-16Move the transform and lighting code to two new directoriesKeith Whitwell
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.