comparison Vis.h @ 2014:7a2fc95f3b99

Слияние
author Ritor1
date Thu, 07 Nov 2013 09:19:10 +0600
parents 30c2b575d25c
children d4f00d622889
comparison
equal deleted inserted replaced
2013:bb1e7b0780d8 2014:7a2fc95f3b99
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);