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Better handling of behind-the-camera objects.
Every point that is behind the camera is moved to the clipping plane by orthographic projection. It is obviously incorrect, but this is a very rare case, and proper clipping of Bezier curves is not that easy. git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@26065 b3059339-0415-0410-9bf9-f77b7e298cf2
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@ -1623,6 +1623,7 @@ static inline void transform_point_3d(double *a, double *m, double *b)
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*/
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static inline void transform_vector_3d(FT_Vector* v, double *m) {
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const double camera = 2500 * frame_context.border_scale; // camera distance
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const double cutoff_z = 10.;
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double a[4], b[4];
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a[0] = d6_to_double(v->x);
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a[1] = d6_to_double(v->y);
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@ -1641,8 +1642,8 @@ static inline void transform_vector_3d(FT_Vector* v, double *m) {
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b[0] *= camera;
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b[1] *= camera;
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b[3] = 8 * b[2] + camera;
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if (b[3] < 0.001 && b[3] > -0.001)
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b[3] = b[3] < 0. ? -0.001 : 0.001;
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if (b[3] < cutoff_z)
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b[3] = cutoff_z;
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v->x = double_to_d6(b[0] / b[3]);
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v->y = double_to_d6(b[1] / b[3]);
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}
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