/* 2nd arg to g3d_draw: which space are input verts in. skips parts of the pipeline */
enum {
G3D_LOCAL_SPACE, /* this being 0 makes a nice default arg. */
- G3D_WORLD_SPACE, /* ignore world matrix */
- G3D_VIEW_SPACE, /* ignore view matrix */
+ G3D_VIEW_SPACE, /* ignore modelview matrix */
G3D_CLIP_SPACE, /* ignore projection matrix */
G3D_SCREEN_SPACE,/* 2D verts, don't divide by w */
G3D_PIXEL_SPACE /* in pixel units, ignore viewport */
/* matrix stacks */
enum {
- G3D_WORLD,
- G3D_VIEW,
+ G3D_MODELVIEW,
G3D_PROJECTION,
G3D_NUM_MATRICES
void g3d_push_matrix(int which);
void g3d_pop_matrix(int which);
-void g3d_translate(float x, float y, float z);
-void g3d_rotate(float angle, float x, float y, float z);
-void g3d_scale(float x, float y, float z);
-void g3d_ortho(float left, float right, float bottom, float top, float znear, float zfar);
-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);
+void g3d_translate(int which, float x, float y, float z);
+void g3d_rotate(int which, float angle, float x, float y, float z);
+void g3d_scale(int which, float x, float y, float z);
+void g3d_ortho(int which, float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_frustum(int which, float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_perspective(int which, float vfov, float aspect, float znear, float zfar);
-void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int num);
+void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int varr_size);
#endif /* THREEDGFX_H_ */