G3D_LIGHT3 = 0x0040,
G3D_TEXTURE = 0x0080,
G3D_BLEND = 0x0100,
+ G3D_TEXTURE_GEN = 0x0200,
G3D_ALL = 0x7fffffff
};
void g3d_frustum(float left, float right, float bottom, float top, float znear, float zfar);
void g3d_perspective(float vfov, float aspect, float znear, float zfar);
+/* returns pointer to the *internal* matrix, and if argument m is not null,
+ * also copies the internal matrix there. */
const float *g3d_get_matrix(int which, float *m);
void g3d_light_pos(int idx, float x, float y, float z);
void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size);
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
- const int16_t *iarr, int iarr_size);
+ const uint16_t *iarr, int iarr_size);
+
+void g3d_begin(int prim);
+void g3d_end(void);
+void g3d_vertex(float x, float y, float z);
+void g3d_normal(float x, float y, float z);
+void g3d_color3b(unsigned char r, unsigned char g, unsigned char b);
+void g3d_color4b(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+void g3d_color3f(float r, float g, float b);
+void g3d_color4f(float r, float g, float b, float a);
+void g3d_texcoord(float u, float v);
#endif /* THREEDGFX_H_ */