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587ffa9ada
No longer using byte2float in DrawPolygon -- use the surface color data directly Vertex Buffer Objects for non-interpolated model frames Removed some old unused paletted texture stuff
52 lines
1 KiB
C
52 lines
1 KiB
C
/*
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From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
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An experimental work-in-progress.
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Donated to Sonic Team Junior and adapted to work with
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Sonic Robo Blast 2. The license of this code matches whatever
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the licensing is for Sonic Robo Blast 2.
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*/
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#ifndef _R_VBO_H_
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#define _R_VBO_H_
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typedef struct
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{
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float x, y, z; // Vertex
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float nx, ny, nz; // Normal
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float s0, t0; // Texcoord0
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} vbo32_t;
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typedef struct
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{
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float x, y, z; // Vertex
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float s0, t0; // Texcoord0
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unsigned char r, g, b, a; // Color
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float pad[2]; // Pad
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} vbo2d32_t;
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typedef struct
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{
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float x, y; // Vertex
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float s0, t0; // Texcoord0
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} vbofont_t;
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typedef struct
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{
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short x, y, z; // Vertex
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char nx, ny, nz; // Normal
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char tanx, tany, tanz; // Tangent
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float s0, t0; // Texcoord0
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} vbotiny_t;
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typedef struct
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{
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float x, y, z; // Vertex
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float nx, ny, nz; // Normal
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float s0, t0; // Texcoord0
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float s1, t1; // Texcoord1
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float s2, t2; // Texcoord2
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float tan0, tan1, tan2; // Tangent
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unsigned char r, g, b, a; // Color
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} vbo64_t;
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#endif
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