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The matrices were converting the wrong values with non-diagonal-only matrices. e.g. a typical yflip matrix in [-1,1]^3 such as 1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1 Would have actually required a matrix like this in [0,1]^3 1 0 0 0 0 -1 0 0 0 0 1 0 0 -2 0 1 Which is 1. not consistent with our multiplication convention and would require transposing matrices or changing our multiplication order (from what is generally used on opengl matrix guides/tutorials). 2. Produces incorrect values when input with actual vertices accounting for the difference in multiplication order. e.g. some vertices multiplied by the yflip matrix using vertex * yflip(== transpose(yflip) * vertex): vertex: -> result: expected: vec4(1,0,1,1) -> vec4(1,-2,1,1) vec4(1,1,1,1) vec4(1,1,1,1) -> vec4(1,-3,1,1) vec4(1,0,1,1) With the updated values, we now get the expected values. Includes a test for this behaviour and the example above |
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