World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
9 for (
unsigned int i = 0; i < 64; ++i)
pVertices[i].flt_2C = 0.0
f;
40 float a3,
float a4,
float a5,
42 signed int *pOutNumVertices);
44 unsigned int uNumVertices,
47 unsigned int *pOutNumVertices);
50 unsigned int *pOutNumVertices,
51 struct Vec3_float_ *CamFrustumNormal,
float CamDotDistance,
char *VertsAdjusted,
bool AreVectorsCollinear(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct stru312 *a3)
bool AdjustVerticesToFrustumPlane(RenderVertexSoft *pInVertices, signed int pInNumVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices, struct Vec3_float_ *CamFrustumNormal, float CamDotDistance, char *VertsAdjusted, int unused)
struct RenderVertexD3D3 pVertices[50]
void(*** vdestructor_ptr)(stru9 *, bool)
bool _4980B9(struct RenderVertexSoft *a1, unsigned int uNumVertices, float a3, float a4, float a5, struct RenderVertexSoft *pOutVertices, signed int *pOutNumVertices)
bool DoDecalVertsNeedClipping(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4)
bool _498377(struct RenderVertexSoft *pPortalBounding, unsigned int uNumVertices, struct IndoorCameraD3D_Vec4 *pVertices, struct RenderVertexSoft *pVertices2, unsigned int *pOutNumVertices)
bool ClipDecalVertsToFace(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4, struct RenderVertexSoft *a5)
typedef void(SDLCALL *SDL_AudioFilter)(struct SDL_AudioCVT *cvt
void AddVertex(struct VertexBuffer *pVertexBuffer, struct RenderVertexSoft *pVertex)
RenderVertexSoft pVertices[64]