OpenGL: fix MVP matrix order
Numbers were correct but names were mixed up.
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@@ -595,28 +595,23 @@ const float *gpuGetProjectionMatrix3D(float m[4][4])
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const float *gpuGetModelViewProjectionMatrix3D(float m[4][4])
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{
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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#if SUPPORT_LEGACY_MATRIX
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if (state.mode == MATRIX_MODE_INACTIVE) {
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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Mat4 proj;
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glGetFloatv(GL_MODELVIEW_MATRIX, (float*)proj);
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glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
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mul_m4_m4_post(m, proj);
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glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
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glGetFloatv(GL_PROJECTION_MATRIX, (float*)proj);
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mul_m4_m4_pre(m, proj);
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return (const float*)m;
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}
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#endif
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BLI_assert(state.mode == MATRIX_MODE_3D);
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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mul_m4_m4m4(m, Projection3D, ModelView3D);
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return (const float*)m;
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}
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