rendered paste bodyIndex: clutter/cogl/gl/cogl.c
===================================================================
--- clutter/cogl/gl/cogl.c (revision 1026)
+++ clutter/cogl/gl/cogl.c (working copy)
@@ -459,6 +459,12 @@
memset (&m[0], 0, sizeof (m));
+ g_debug ("cogl_perspective: fovy = %f, aspect = %f, zNear = %f, zFar = %f",
+ CLUTTER_FIXED_TO_FLOAT (fovy),
+ CLUTTER_FIXED_TO_FLOAT (aspect),
+ CLUTTER_FIXED_TO_FLOAT (zNear),
+ CLUTTER_FIXED_TO_FLOAT (zFar));
+
/*
* Based on the original algorithm in perspective():
*
@@ -472,6 +478,10 @@
clutter_cosx (fovy_rad_half)));
xmax = clutter_qmulx (ymax, aspect);
+ g_debug ("cogl_perspective: xmax = %f, ymax = %f",
+ CLUTTER_FIXED_TO_FLOAT (xmax),
+ CLUTTER_FIXED_TO_FLOAT (ymax));
+
x = CFX_DIV (zNear, xmax);
y = CFX_DIV (zNear, ymax);
c = CFX_DIV (-(zFar + zNear), ( zFar - zNear));
@@ -486,6 +496,12 @@
GE( glMultMatrixf (m) );
#undef M
+
+ g_debug ("cogl_perspective: x = %f, y = %f, c = %f, d = %f",
+ CLUTTER_FIXED_TO_FLOAT (x),
+ CLUTTER_FIXED_TO_FLOAT (y),
+ CLUTTER_FIXED_TO_FLOAT (c),
+ CLUTTER_FIXED_TO_FLOAT (d));
}
void
@@ -508,6 +524,12 @@
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
+ g_debug ("cogl_setup_viewport: fovy = %f, aspect = %f, z_near = %f, z_far = %f",
+ CLUTTER_FIXED_TO_FLOAT (fovy),
+ CLUTTER_FIXED_TO_FLOAT (aspect),
+ CLUTTER_FIXED_TO_FLOAT (z_near),
+ CLUTTER_FIXED_TO_FLOAT (z_far));
+
/*
* camera distance from screen, 0.5 * tan (FOV)
*
@@ -525,7 +547,6 @@
#define DEFAULT_Z_CAMERA 0.869f
z_camera = DEFAULT_Z_CAMERA;
-
if (fovy != CFX_60)
{
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
@@ -535,6 +556,9 @@
clutter_cosx (fovy_rad)) >> 1);
}
+ g_debug ("cogl_setup_viewport: z_camera = %f",
+ CLUTTER_FIXED_TO_FLOAT (z_camera));
+
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
GE( glScalef ( 1.0f / width,
-1.0f / height,