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That Matrix4_TransformN3 isn't needed, so disabled it. Also renamed that 'vector' argument to '_vector', just in case it gets used again.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3449 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Mark Olsen 2009-11-13 18:43:59 +00:00
parent 2e3a833a2b
commit 760a084f7a

View file

@ -1901,12 +1901,14 @@ static void DrawPass(const shaderpass_t *pass, const mesh_t *meshlist)
checkerror();
}
void Matrix4_TransformN3(float *matrix, float *vector, float *product)
#if 0
void Matrix4_TransformN3(float *matrix, float *_vector, float *product)
{
product[0] = -matrix[12] - matrix[0]*vector[0] - matrix[4]*vector[1] - matrix[8]*vector[2];
product[1] = -matrix[13] - matrix[1]*vector[0] - matrix[5]*vector[1] - matrix[9]*vector[2];
product[2] = -matrix[14] - matrix[2]*vector[0] - matrix[6]*vector[1] - matrix[10]*vector[2];
product[0] = -matrix[12] - matrix[0]*_vector[0] - matrix[4]*_vector[1] - matrix[8]*_vector[2];
product[1] = -matrix[13] - matrix[1]*_vector[0] - matrix[5]*_vector[1] - matrix[9]*_vector[2];
product[2] = -matrix[14] - matrix[2]*_vector[0] - matrix[6]*_vector[1] - matrix[10]*_vector[2];
}
#endif
static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pass, const mesh_t *meshlist)
{