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@ -236,9 +236,6 @@ void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin |
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ); |
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ); |
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 ); |
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 ); |
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float V_CalcFov( float *fov_x, float width, float height ); |
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void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x ); |
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void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], const vec4_t q2[], const float pos2[][3], float s ); |
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void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], const vec4_t q2[], const float pos2[][3], float s ); |
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void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q ); |
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void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q ); |
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void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const vec3_t adj, vec3_t pos ); |
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void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const vec3_t adj, vec3_t pos ); |
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