Mercurial > mm7
comparison Vis.h @ 2014:7a2fc95f3b99
Слияние
author | Ritor1 |
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date | Thu, 07 Nov 2013 09:19:10 +0600 |
parents | 30c2b575d25c |
children | d4f00d622889 |
comparison
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2013:bb1e7b0780d8 | 2014:7a2fc95f3b99 |
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109 int PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6); | 109 int PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6); |
110 void _4C1A02(); | 110 void _4C1A02(); |
111 bool SortVectors_x(RenderVertexSoft *a2, int a3, int a4); | 111 bool SortVectors_x(RenderVertexSoft *a2, int a3, int a4); |
112 int get_object_zbuf_val(Vis_ObjectInfo *info); | 112 int get_object_zbuf_val(Vis_ObjectInfo *info); |
113 int get_picked_object_zbuf_val(); | 113 int get_picked_object_zbuf_val(); |
114 bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, unsigned int pBModelID); | 114 bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID); |
115 bool CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, unsigned int uModelID); | 115 bool CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID); |
116 void BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, __int16 *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace); | 116 void BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, __int16 *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace); |
117 void ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, __int16 *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID); | 117 void ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, __int16 *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID); |
118 void CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth); | 118 void CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth); |
119 void sort_object_pointers(Vis_ObjectInfo **pPointers, int start, int end); | 119 void sort_object_pointers(Vis_ObjectInfo **pPointers, int start, int end); |
120 bool SortVerticesByX(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd); | 120 bool SortVerticesByX(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd); |