Lines Matching defs:matrix

78  * but matrix queries may return as many as 16 values.
337 /* state[1] = which texture matrix or program matrix */
341 const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
342 copy_matrix(value, matrix->m, state[2], state[3]);
346 const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
347 copy_matrix(value, matrix->inv, state[2], state[3]);
351 const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
352 copy_matrix_transposed(value, matrix->m, state[2], state[3]);
356 const GLmatrix *matrix = ctx->ModelviewMatrixStack.Top;
357 copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
361 const GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
362 copy_matrix(value, matrix->m, state[2], state[3]);
366 GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
367 _math_matrix_analyse(matrix); /* make sure the inverse is up to date */
368 copy_matrix(value, matrix->inv, state[2], state[3]);
372 const GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
373 copy_matrix_transposed(value, matrix->m, state[2], state[3]);
377 GLmatrix *matrix = ctx->ProjectionMatrixStack.Top;
378 _math_matrix_analyse(matrix); /* make sure the inverse is up to date */
379 copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
383 const GLmatrix *matrix = &ctx->_ModelProjectMatrix;
384 copy_matrix(value, matrix->m, state[2], state[3]);
388 GLmatrix *matrix = &ctx->_ModelProjectMatrix;
389 _math_matrix_analyse(matrix); /* make sure the inverse is up to date */
390 copy_matrix(value, matrix->inv, state[2], state[3]);
394 const GLmatrix *matrix = &ctx->_ModelProjectMatrix;
395 copy_matrix_transposed(value, matrix->m, state[2], state[3]);
399 GLmatrix *matrix = &ctx->_ModelProjectMatrix;
400 _math_matrix_analyse(matrix); /* make sure the inverse is up to date */
401 copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
407 const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
408 copy_matrix(value, matrix->m, state[2], state[3]);
414 const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
415 copy_matrix(value, matrix->inv, state[2], state[3]);
421 const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
422 copy_matrix_transposed(value, matrix->m, state[2], state[3]);
428 const GLmatrix *matrix = ctx->TextureMatrixStack[index].Top;
429 copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
435 const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
436 copy_matrix(value, matrix->m, state[2], state[3]);
442 const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
443 _math_matrix_analyse((GLmatrix*)matrix); /* Be sure inverse is up to date: */
444 copy_matrix(value, matrix->inv, state[2], state[3]);
450 const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
451 copy_matrix_transposed(value, matrix->m, state[2], state[3]);
457 const GLmatrix *matrix = ctx->ProgramMatrixStack[index].Top;
458 _math_matrix_analyse((GLmatrix*)matrix); /* Be sure inverse is up to date: */
459 copy_matrix_transposed(value, matrix->inv, state[2], state[3]);
997 append(dst, "matrix.modelview.");
1000 append(dst, "matrix.modelview.inverse.");
1003 append(dst, "matrix.modelview.transpose.");
1006 append(dst, "matrix.modelview.invtrans.");
1009 append(dst, "matrix.projection.");
1012 append(dst, "matrix.projection.inverse.");
1015 append(dst, "matrix.projection.transpose.");
1018 append(dst, "matrix.projection.invtrans.");
1021 append(dst, "matrix.mvp.");
1024 append(dst, "matrix.mvp.inverse.");
1027 append(dst, "matrix.mvp.transpose.");
1030 append(dst, "matrix.mvp.invtrans.");
1033 append(dst, "matrix.texture");
1036 append(dst, "matrix.texture.inverse");
1039 append(dst, "matrix.texture.transpose");
1042 append(dst, "matrix.texture.invtrans");
1045 append(dst, "matrix.program");
1048 append(dst, "matrix.program.inverse");
1051 append(dst, "matrix.program.transpose");
1054 append(dst, "matrix.program.invtrans");
1212 * For example, return "state.matrix.texture[2].inverse".
1277 /* state[1] = which texture matrix or program matrix */