Fix android.opengl.Matrix frustum's generation
External bug report: http://code.google.com/p/android/issues/detail?id=35646 Change-Id: I845783c05da46855f0c1d824c9a367f0e4673b85
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@@ -312,7 +312,6 @@ public class Matrix {
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* @param near
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* @param far
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*/
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public static void frustumM(float[] m, int offset,
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float left, float right, float bottom, float top,
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float near, float far) {
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@@ -336,10 +335,10 @@ public class Matrix {
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final float r_depth = 1.0f / (near - far);
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final float x = 2.0f * (near * r_width);
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final float y = 2.0f * (near * r_height);
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final float A = 2.0f * ((right + left) * r_width);
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final float A = (right + left) * r_width;
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final float B = (top + bottom) * r_height;
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final float C = (far + near) * r_depth;
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final float D = 2.0f * (far * near * r_depth);
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final float C = -(far + near) * r_depth;
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final float D = -2.0f * (far * near * r_depth);
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m[offset + 0] = x;
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m[offset + 5] = y;
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m[offset + 8] = A;
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