e304bdd5ee5ed0b0d37fe388021c9cd138feda7f |
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03-Feb-2010 |
Mathias Agopian <mathias@google.com> |
fix [2133133] Software OpenGL ES Lighting is buggy (GL Gears washed out bug) A typo caused GL_AMBIENT_AND_DIFFUSE to only set the the ambient color. Fix another typo which caused the viewer position to be wrong for specular highlights. Switch back to eye-space lighting, since there are still some issues with some demos (San Angeles in particular).
/frameworks/base/opengl/libagl/matrix.cpp
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569819896760f06e33af1fa261ab3614c3e1e5ff |
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03-Nov-2009 |
Mathias Agopian <mathias@google.com> |
fix [2231527] Compatibility with SpaceJunk game (OpenGL) we treated all lights as local lights when transforming their position back to object space.
/frameworks/base/opengl/libagl/matrix.cpp
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4f31af9346b818c8ef05a63e15e9170a7c6131e4 |
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10-Aug-2009 |
Martin Storsjo <martin@martin.st> |
If FLAGS_2D_PROJECTION is set, the MVP matrices need updating when changing the viewport.
/frameworks/base/opengl/libagl/matrix.cpp
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cede1ed3e1721dc4a697a540388ef0f4b51c60eb |
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03-Jun-2009 |
Mathias Agopian <mathias@google.com> |
fix [1610840] Positional light doesn't work correctly on emulator This bug was introduced when lighting computations was changed from eye-space to object-space. The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix. This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular. There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
/frameworks/base/opengl/libagl/matrix.cpp
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9066cfe9886ac131c34d59ed0e2d287b0e3c0087 |
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04-Mar-2009 |
The Android Open Source Project <initial-contribution@android.com> |
auto import from //depot/cupcake/@135843
/frameworks/base/opengl/libagl/matrix.cpp
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d83a98f4ce9cfa908f5c54bbd70f03eec07e7553 |
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04-Mar-2009 |
The Android Open Source Project <initial-contribution@android.com> |
auto import from //depot/cupcake/@135843
/frameworks/base/opengl/libagl/matrix.cpp
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f013e1afd1e68af5e3b868c26a653bbfb39538f8 |
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18-Dec-2008 |
The Android Open Source Project <initial-contribution@android.com> |
Code drop from //branches/cupcake/...@124589
/frameworks/base/opengl/libagl/matrix.cpp
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54b6cfa9a9e5b861a9930af873580d6dc20f773c |
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21-Oct-2008 |
The Android Open Source Project <initial-contribution@android.com> |
Initial Contribution
/frameworks/base/opengl/libagl/matrix.cpp
|