wined3d: Combine two glScalef calls into one.

This commit is contained in:
Stefan Dösinger 2007-12-26 22:12:05 +01:00 committed by Alexandre Julliard
parent 44b8915371
commit fd711c57df

View file

@ -2826,15 +2826,15 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
*/
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
glScalef(1.0, 1.0, 2.0);
if (stateblock->wineD3DDevice->render_offscreen) {
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
glScalef(1.0, -1.0, 2.0);
} else {
glScalef(1.0, 1.0, 2.0);
}
checkGLcall("glScalef");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (stateblock->wineD3DDevice->render_offscreen) {
glScalef(1.0, -1.0, 1.0);
checkGLcall("glScalef");
}
glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}