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* * Add BuildActionIntention crap * * Set Client and World projects to use MP compilation * asd * * Use the new BuildActionIntention to break and place blocks. * * Reverse engineer the IArea system. * * Copy break logic from survival into creative conditionally * * Reverse IBuildInput and MouseHandler * Replace the new relative paths in the client project with $(MC_ROOT) again * * Reverse Multitouch, MouseDevice * * Reverse a bunch of auxiliary classes for input. * * Use CustomInputHolder instead of holding inputs manually. * * Reverse a whole BUNCH of things! * * Add feedback textures to the gitignore. * * D-pad now renders! Also loads of other work. * * More Stuff * * Finish touch control bug fixing. * * Finalize work. * * One last thing.. * * Add a "cramped" mode to the options screen and start menu. * * Oh, forgot to do something
14 lines
664 B
C++
14 lines
664 B
C++
#pragma once
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#include "thirdparty/GL/GL.hpp"
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void drawArrayVT(GLuint buffer, int count, int stride);
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void drawArrayVTC(GLuint buffer, int count, int stride);
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int glhInvertMatrixf2(float* m, float* out);
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int glhProjectf(float objx, float objy, float objz, float* modelview, float* projection, int* viewport, float* windowCoordinate);
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int glhUnProjectf(float winx, float winy, float winz, float* modelview, float* projection, int* viewport, float* objectCoordinate);
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void MultiplyMatrices4by4OpenGL_FLOAT(float* result, float* matrix1, float* matrix2);
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void MultiplyMatrixByVector4by4OpenGL_FLOAT(float* resultvector, const float* matrix, const float* pvector);
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