[352/906] fix typo
Change GST_GL_DISPLAY_PROJECTION_PERSPECIVE to GST_GL_DISPLAY_PROJECTION_PERSPECTIVE. Re-indent a couple of files that needed it.
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@ -1601,7 +1601,7 @@ gst_gl_display_thread_use_fbo (GstGLDisplay * display)
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gluOrtho2D (display->use_fbo_proj_param1, display->use_fbo_proj_param2,
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gluOrtho2D (display->use_fbo_proj_param1, display->use_fbo_proj_param2,
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display->use_fbo_proj_param3, display->use_fbo_proj_param4);
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display->use_fbo_proj_param3, display->use_fbo_proj_param4);
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break;
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break;
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case GST_GL_DISPLAY_PROJECTION_PERSPECIVE:
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case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
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gluPerspective (display->use_fbo_proj_param1,
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gluPerspective (display->use_fbo_proj_param1,
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display->use_fbo_proj_param2, display->use_fbo_proj_param3,
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display->use_fbo_proj_param2, display->use_fbo_proj_param3,
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display->use_fbo_proj_param4);
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display->use_fbo_proj_param4);
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@ -55,7 +55,7 @@ typedef enum
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typedef enum
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typedef enum
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{
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{
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GST_GL_DISPLAY_PROJECTION_ORTHO2D,
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GST_GL_DISPLAY_PROJECTION_ORTHO2D,
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GST_GL_DISPLAY_PROJECTION_PERSPECIVE
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE
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} GstGLDisplayProjection;
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} GstGLDisplayProjection;
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//Texture pool elements
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//Texture pool elements
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@ -353,7 +353,7 @@ gst_gl_bumper_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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inbuf->width, inbuf->height, inbuf->texture,
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inbuf->width, inbuf->height, inbuf->texture,
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//bumper_filter->fovy, bumper_filter->aspect, bumper_filter->znear, bumper_filter->zfar,
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//bumper_filter->fovy, bumper_filter->aspect, bumper_filter->znear, bumper_filter->zfar,
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45, (gdouble) filter->width / (gdouble) filter->height, 0.1, 50,
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45, (gdouble) filter->width / (gdouble) filter->height, 0.1, 50,
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GST_GL_DISPLAY_PROJECTION_PERSPECIVE, bumper_filter);
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, bumper_filter);
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return TRUE;
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return TRUE;
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}
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}
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@ -172,7 +172,7 @@ gst_gl_filter_app_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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app_filter->clientDrawCallback, inbuf->width, inbuf->height,
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app_filter->clientDrawCallback, inbuf->width, inbuf->height,
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inbuf->texture, 45, (gfloat) filter->width / (gfloat) filter->height,
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inbuf->texture, 45, (gfloat) filter->width / (gfloat) filter->height,
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0.1, 100, GST_GL_DISPLAY_PROJECTION_PERSPECIVE, NULL);
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0.1, 100, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, NULL);
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}
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}
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//default
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//default
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else {
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else {
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@ -118,7 +118,6 @@ static const gchar *cube_v_src =
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" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
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" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
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" 0.0, 0.0, 1.0, 0.0, \n"
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" 0.0, 0.0, 1.0, 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" gl_Position = matZ * matY * matX * u_matrix * a_position; \n"
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" gl_Position = matZ * matY * matX * u_matrix * a_position; \n"
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" v_texCoord = a_texCoord; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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"} \n";
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@ -292,7 +291,7 @@ gst_gl_filter_cube_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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gst_gl_filter_cube_callback, inbuf->width, inbuf->height, inbuf->texture,
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gst_gl_filter_cube_callback, inbuf->width, inbuf->height, inbuf->texture,
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cube_filter->fovy, cube_filter->aspect, cube_filter->znear,
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cube_filter->fovy, cube_filter->aspect, cube_filter->znear,
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cube_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECIVE,
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cube_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
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(gpointer) cube_filter);
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(gpointer) cube_filter);
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return TRUE;
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return TRUE;
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@ -471,7 +470,8 @@ gst_gl_filter_cube_callback (gint width, gint height, guint texture,
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0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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0.0f, 0.0f, 0.0f, 1.0f
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};
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glEnable (GL_DEPTH_TEST);
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glEnable (GL_DEPTH_TEST);
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@ -481,11 +481,9 @@ gst_gl_filter_cube_callback (gint width, gint height, guint texture,
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gst_gl_shader_use (cube_filter->shader);
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gst_gl_shader_use (cube_filter->shader);
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attr_position_loc =
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attr_position_loc =
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gst_gl_shader_get_attribute_location (cube_filter->shader,
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
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"a_position");
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attr_texture_loc =
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attr_texture_loc =
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gst_gl_shader_get_attribute_location (cube_filter->shader,
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");
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"a_texCoord");
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//Load the vertex position
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//Load the vertex position
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glVertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
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glVertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
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@ -504,7 +502,8 @@ gst_gl_filter_cube_callback (gint width, gint height, guint texture,
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
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gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1, GL_FALSE, matrix);
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gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
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GL_FALSE, matrix);
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glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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@ -192,7 +192,7 @@ gst_gl_filter_glass_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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gst_gl_filter_glass_callback, inbuf->width, inbuf->height, inbuf->texture,
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gst_gl_filter_glass_callback, inbuf->width, inbuf->height, inbuf->texture,
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80, (gdouble) filter->width / (gdouble) filter->height, 1.0, 5000.0,
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80, (gdouble) filter->width / (gdouble) filter->height, 1.0, 5000.0,
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GST_GL_DISPLAY_PROJECTION_PERSPECIVE, (gpointer) glass_filter);
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, (gpointer) glass_filter);
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return TRUE;
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return TRUE;
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}
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}
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