opengl: fix matrix multiplication order
The orientation matrix must be applied on the input coordinates, before the (internal) Android transformation, which depends on how the texture is actually stored. For example, if the orientation matrix represents a vertical flip, "vertical" is only meaningful on the input coordinates (if the Android transformation rotates by 90°, the vertical flip would result in an horizontal flip instead). The first version was actually correct: <https://mailman.videolan.org/pipermail/vlc-devel/2019-December/130153.html > Signed-off-by:Thomas Guillem <thomas@gllm.fr>
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