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authorPekka Paalanen <ppaalanen@gmail.com>2012-01-12 15:00:57 +0200
committerPekka Paalanen <ppaalanen@gmail.com>2012-01-27 10:44:22 +0200
commit061b7471f1cca72c98ebec53d0e89e8166ed30f3 (patch)
tree6e0caa27e3e00316e59b98b1bd1e5bdd0ac7f7b7 /src/util.c
parent668ca37b19926e57b414497f3881f3939e804c0d (diff)
compositor: drop inverse matrix from weston_transform
Remove the inverse matrix member from struct weston_transform. It is easier (and probably faster, too) to create and store only forward transformation matrices in a list, multiply them once, and then invert the final matrix, rather than creating both forward and inverse matrices, and multiplying both. Add a stub for the 4x4 matrix inversion function. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Diffstat (limited to 'src/util.c')
-rw-r--r--src/util.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/util.c b/src/util.c
index c803716..6b8477a 100644
--- a/src/util.c
+++ b/src/util.c
@@ -145,9 +145,6 @@ weston_zoom_frame(struct weston_animation *animation,
es->alpha = zoom->spring.current * 255;
if (es->alpha > 255)
es->alpha = 255;
- scale = 1.0 / zoom->spring.current;
- weston_matrix_init(&zoom->transform.inverse);
- weston_matrix_scale(&zoom->transform.inverse, scale, scale, scale);
zoom->surface->transform.dirty = 1;