opengl: the orientation should apply before the projection
authorSteve Lhomme <robUx4@videolabs.io>
Tue, 6 Dec 2016 10:12:18 +0000 (11:12 +0100)
committerJean-Baptiste Kempf <jb@videolan.org>
Wed, 7 Dec 2016 21:55:34 +0000 (22:55 +0100)
Signed-off-by: Jean-Baptiste Kempf <jb@videolan.org>
modules/video_output/opengl.c

index bad83c2..0f49b99 100644 (file)
@@ -281,7 +281,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
         " TexCoord0 = MultiTexCoord0;"
         " TexCoord1 = MultiTexCoord1;"
         " TexCoord2 = MultiTexCoord2;"
-        " gl_Position = OrientationMatrix * ProjectionMatrix * ZoomMatrix * ZRotMatrix * XRotMatrix * YRotMatrix * vec4(VertexPosition, 1.0);"
+        " gl_Position = ProjectionMatrix * OrientationMatrix * ZoomMatrix * ZRotMatrix * XRotMatrix * YRotMatrix * vec4(VertexPosition, 1.0);"
         "}";
 
     *shader = vgl->CreateShader(GL_VERTEX_SHADER);