Files
mcpe/source/renderer/GL/GL.hpp
iProgramInCpp 60b21356a1 Integrate touch related development. (#90)
* * 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
2023-11-02 00:49:11 +02:00

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C++

#pragma once
#include "thirdparty/GL/GL.hpp"
void drawArrayVT(GLuint buffer, int count, int stride);
void drawArrayVTC(GLuint buffer, int count, int stride);
int glhInvertMatrixf2(float* m, float* out);
int glhProjectf(float objx, float objy, float objz, float* modelview, float* projection, int* viewport, float* windowCoordinate);
int glhUnProjectf(float winx, float winy, float winz, float* modelview, float* projection, int* viewport, float* objectCoordinate);
void MultiplyMatrices4by4OpenGL_FLOAT(float* result, float* matrix1, float* matrix2);
void MultiplyMatrixByVector4by4OpenGL_FLOAT(float* resultvector, const float* matrix, const float* pvector);