136 dest->world.xyz.x =
x;
137 dest->world.xyz.y =
y;
138 dest->world.xyz.z =
z;
218 if ( w > 1.0
f ) w = 1.0f;
struct screen3d::@234::@236 xyw
float g3_calc_point_depth(const vec3d *pnt)
void g3_point_to_vec_delayed(vec3d *v, int sx, int sy)
ubyte g3_rotate_vector(vec3d *dest, const vec3d *src)
ubyte g3_rotate_faraway_vertex(vertex *dest, const vec3d *src)
struct vec3d::@225::@227 xyz
ubyte g3_code_vertex(vertex *p)
ubyte g3_transfer_vertex(vertex *dest, const vec3d *src)
vec3d * vm_vec_rotate(vec3d *dest, const vec3d *src, const matrix *m)
int g3_point_behind_user_plane(const vec3d *pnt)
ubyte g3_code_vector(const vec3d *p)
struct matrix::@228::@230 vec
vec3d * g3_rotate_delta_vec(vec3d *dest, const vec3d *src)
#define MONITOR(function_name)
vec3d * vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m)
GLint GLint GLint GLint GLint x
#define MONITOR_INC(function_name, inc)
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
typedef float(SCP_EXT_CALLCONV *SCPTRACKIR_PFFLOATVOID)()
GLdouble GLdouble GLdouble GLdouble q
ubyte g3_project_vector(const vec3d *p, float *sx, float *sy)
ubyte g3_rotate_vertex(vertex *dest, const vec3d *src)
int g3_project_vertex(vertex *p)
void g3_point_to_vec(vec3d *v, int sx, int sy)
float vm_vec_normalize(vec3d *v)