One d3d renderer.
Wonder how much this breaks. Place your bets now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2501 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -114,14 +114,19 @@ typedef struct {
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} matrix4x4_t;
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//used for crosshair stuff.
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void ML_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void Matrix4_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void Matrix4_UnProject(vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);
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void Matrix4_Multiply(float *a, float *b, float *out);
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void Matrix4_Transform3(float *matrix, float *vector, float *product);
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void Matrix4_Transform4(float *matrix, float *vector, float *product);
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void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
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void ML_ModelViewMatrix(float *modelview, vec3_t viewangles, vec3_t vieworg);
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void ML_ProjectionMatrix2(float *proj, float fovx, float fovy);
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void ML_ModelViewMatrixFromAxis(float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void Matrix4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
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void Matrix4_ModelViewMatrix(float *modelview, vec3_t viewangles, vec3_t vieworg);
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void Matrix4_Projection2(float *proj, float fovx, float fovy, float neard);
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void Matrix4_Orthographic(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
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void Matrix4_ModelViewMatrixFromAxis(float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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qboolean BoundsIntersect (vec3_t mins1, vec3_t maxs1, vec3_t mins2, vec3_t maxs2);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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