Take into account vertex stride when transforming positions

This commit is contained in:
Luke Benstead 2017-05-31 11:17:55 +01:00
parent 6aacdcf573
commit 5fef5546ee

View File

@ -62,7 +62,7 @@ static GLenum GL_KOS_COLOR_TYPE = 0;
//== Local Function Definitions ==//
static inline void _glKosArraysTransformNormals(GLfloat *normal, GLuint count);
static inline void _glKosArraysTransformPositions(GLfloat *position, GLuint count);
static inline void _glKosArraysTransformPositions(GLubyte *position, GLuint count);
void (*_glKosArrayTexCoordFunc)(pvr_vertex_t *);
void (*_glKosArrayColorFunc)(pvr_vertex_t *);
@ -233,15 +233,17 @@ static inline void _glKosArraysTransformNormals(GLfloat *normal, GLuint count) {
}
}
static inline void _glKosArraysTransformPositions(GLfloat *position, GLuint count) {
static inline void _glKosArraysTransformPositions(GLubyte *position, GLuint count) {
glVertex *v = &GL_KOS_ARRAY_BUF[0];
GLfloat *P = position;
GLubyte *src = position;
GLfloat *P;
_glKosMatrixLoadModelView();
while(count--) {
P = (GLfloat *) src;
mat_trans_single3_nodiv_nomod(P[0], P[1], P[2], v->pos[0], v->pos[1], v->pos[2]);
P += 3;
src += GL_KOS_VERTEX_STRIDE;
++v;
}
}