All pastes #633263 Raw Edit

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public text v1 · immutable
#633263 ·published 2007-07-25 16:00 UTC
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Index: 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,