#include <windows.h>
#include "shared.h"
#include "polygon.h"
#include "camera.h"
#include "texture.h"
#include "light.h"
#include "locmath.h"
#include "bspline.h"
#include "glFont.h"
#include "bsp.h"
#include "tll.h"
#include "plane.h"
#include "mmgr.h"
Go to the source code of this file.
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Definition at line 198 of file general.cpp. References SPLINE::Active, SPLINE::Blue, SPLINE::Control, SPLINE::CopyOfEndTime, SPLINE::CopyOfStartTime, SPLINE::Degree, SPLINE::EndTime, SPLINE::Green, LinkedList< T >::Insert(), SPLINE::linkPosition, SPLINE::NumControl, SPLINE::NumPoints, SPLINE::Output, SPLINE::Red, SPLINE::Repeat, SplineList, SPLINE::StartTime, VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by LoadSplines(), and SetSplines().
00199 { 00200 SPLINE* spline2 = new SPLINE; 00201 spline2->Active = 1; 00202 spline2->Repeat = 1; 00203 spline2->Degree = 3; 00204 spline2->NumControl = 7; 00205 spline2->NumPoints = 100; 00206 spline2->Control = new VECTOR[100]; 00207 spline2->Output = new VECTOR[1000]; 00208 spline2->StartTime = 5000; 00209 spline2->EndTime = 25000; 00210 spline2->CopyOfStartTime = spline2->StartTime; 00211 spline2->CopyOfEndTime = spline2->EndTime; 00212 00213 spline2->Red = ((float)(rand()%226) + 30.0) / 255; 00214 spline2->Green = ((float)(rand()%226) + 30.0) / 255; 00215 spline2->Blue = ((float)(rand()%266) + 30.0) / 255; 00216 00217 for (int loop = 0; loop < 100; loop++) 00218 { 00219 spline2->Control[loop].x = rand()%60 - 29; spline2->Control[loop].y = rand()%60 - 29; spline2->Control[loop].z = rand()%60 - 29; 00220 } 00221 00222 spline2->linkPosition = Number; //Set the link position of the spline 00223 SplineList.Insert(spline2); //Insert spline in linked list 00224 } |
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Definition at line 1743 of file general.cpp. References MagnitudeVector(), MultMatrix(), OBJECT::Position, VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by UpdateBullets().
01744 { 01745 float ProjectionMatrix[16]; 01746 float ModelViewMatrix[16]; 01747 float A, B, C, Distance; 01748 int Counter = 0; 01749 glGetFloatv(GL_PROJECTION_MATRIX, ProjectionMatrix); 01750 glGetFloatv(GL_MODELVIEW_MATRIX, ModelViewMatrix); 01751 01752 MultMatrix(ProjectionMatrix, ModelViewMatrix); 01753 01754 //right clipping plane 01755 A = ProjectionMatrix[0] - ProjectionMatrix[3]; 01756 B = ProjectionMatrix[4] - ProjectionMatrix[7]; 01757 C = ProjectionMatrix[8] - ProjectionMatrix[11]; 01758 01759 Distance = -1 * (A * (-Camera.Position.x + Vect.x) + B * (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z)); 01760 if (Distance > 0) 01761 Counter++; 01762 01763 //left clipping plane 01764 A = ProjectionMatrix[0] + ProjectionMatrix[3]; 01765 B = ProjectionMatrix[4] + ProjectionMatrix[7]; 01766 C = ProjectionMatrix[8] + ProjectionMatrix[11]; 01767 01768 Distance = A * (-Camera.Position.x + Vect.x) + B * (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z); 01769 if (Distance > 0) 01770 Counter++; 01771 01772 //top clipping plane 01773 A = ProjectionMatrix[1] - ProjectionMatrix[3]; 01774 B = ProjectionMatrix[5] - ProjectionMatrix[7]; 01775 C = ProjectionMatrix[9] - ProjectionMatrix[11]; 01776 01777 Distance = -1 * (A * (-Camera.Position.x + Vect.x) + B * (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z)); 01778 if (Distance > 0) 01779 Counter++; 01780 01781 //bottom clipping plane 01782 A = ProjectionMatrix[1] + ProjectionMatrix[3]; 01783 B = ProjectionMatrix[5] + ProjectionMatrix[7]; 01784 C = ProjectionMatrix[9] + ProjectionMatrix[11]; 01785 01786 Distance = A * (-Camera.Position.x + Vect.x) + B * (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z); 01787 if (Distance > 0) 01788 Counter++; 01789 01790 // near clipping plane (might not be necessary when the near frustrum plane is close, but just in case) 01791 A = ProjectionMatrix[2] - ProjectionMatrix[3]; 01792 B = ProjectionMatrix[6] - ProjectionMatrix[7]; 01793 C = ProjectionMatrix[10] - ProjectionMatrix[11]; 01794 01795 Distance = A * (-Camera.Position.x + Vect.x) + B * (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z); 01796 if (Distance > 0) 01797 Counter++; 01798 01799 // far clipping plane (the equation didn't work for the far plane, so I'll just use a distance test) 01800 VECTOR Vect2; 01801 Vect2.x = Vect.x - Camera.Position.x; 01802 Vect2.y = Vect.y - Camera.Position.y; 01803 Vect2.z = Vect.z - Camera.Position.z; 01804 if (MagnitudeVector(Vect2) < 2000000) 01805 Counter++; 01806 01807 if (Counter == 6) 01808 return 1; 01809 else 01810 return 0; 01811 } |
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Definition at line 226 of file general.cpp. References SPLINE::Control, LinkedList< T >::Delete(), LinkedList< T >::Get(), SPLINE::Output, and SplineList. Referenced by LoadSplines(), and WndProc().
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Definition at line 1935 of file general.cpp. References DrawHalo().
01936 { 01937 DrawHalo(texture, light, camera); 01938 01939 /* 01940 // Draw depth sorted billboards 01941 VECTOR FirePosition(3.0, -2.0, -8.0); 01942 01943 VECTOR VectorToCone; 01944 VectorToCone.x = FirePosition.x - camera[currentCamera].Position.x; 01945 VectorToCone.y = FirePosition.y - camera[currentCamera].Position.y; 01946 VectorToCone.z = FirePosition.z - camera[currentCamera].Position.z; 01947 float FireDistance = VectorToCone.GetMagnitude(); 01948 01949 VECTOR VectorToLight; 01950 VectorToLight.x = light[currentLight].Position.x - camera[currentCamera].Position.x; 01951 VectorToLight.y = light[currentLight].Position.y - camera[currentCamera].Position.y; 01952 VectorToLight.z = light[currentLight].Position.z - camera[currentCamera].Position.z; 01953 float LightDistance = VectorToLight.GetMagnitude(); 01954 01955 if(LightDistance < FireDistance) 01956 { 01957 DrawFire(); 01958 DrawHalo(); 01959 } 01960 else 01961 { 01962 DrawHalo(); 01963 DrawFire(); 01964 } 01965 //*/ 01966 } |
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Definition at line 1686 of file general.cpp.
01687 { 01688 float mat_ambient[] = { 0.1, 0.5, 1.0, 1.0 }; 01689 float mat_diffuse[] = { 0.1, 0.5, 1.0, 1.0 }; 01690 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01691 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01692 01693 glDisable(GL_TEXTURE_2D); 01694 glDisable(GL_CULL_FACE); 01695 glPushMatrix(); 01696 glTranslatef(3.0f,-2.0f,-8.0f); 01697 glRotatef(-90,1,0,0); 01698 GLUquadricObj * cylinder = gluNewQuadric(); 01699 gluQuadricOrientation(cylinder, GLU_OUTSIDE); 01700 gluCylinder(cylinder,1.0,0.0,2.0,20,20); 01701 glPopMatrix(); 01702 glEnable(GL_CULL_FACE); 01703 glEnable(GL_TEXTURE_2D); 01704 } |
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Definition at line 1878 of file general.cpp. References CrossVector(), currentCamera, VECTOR::Normalize(), VECTOR::x, VECTOR::y, and VECTOR::z.
01879 { 01880 float halfwidth = 1.0; 01881 float halfheight = 2.0; 01882 VECTOR FirePosition(3.0, -2.0 + halfheight, -8.0); 01883 // Get the vector from the billboard position to the camera 01884 VECTOR A; 01885 A.x = (camera[currentCamera].Position.x - FirePosition.x); 01886 A.y = (camera[currentCamera].Position.y - FirePosition.y); 01887 A.z = (camera[currentCamera].Position.z - FirePosition.z); 01888 A.Normalize(); 01889 // Set a vector to the standard up vector 01890 VECTOR B; 01891 B.x = (0); 01892 B.y = (1); 01893 B.z = (0); 01894 B.Normalize(); 01895 // Take the cross product of these vectors to find a vector perpendicular to the camera 01896 VECTOR C = CrossVector(A, B); 01897 C.Normalize(); 01898 01899 // Negate the perpendicular vector to make the billboard face the front 01900 VECTOR right; 01901 right.x = -C.x * halfwidth; 01902 right.y = -C.y * halfwidth; 01903 right.z = -C.z * halfwidth; 01904 01905 VECTOR up; 01906 up.x = 0; 01907 up.y = 1 * halfheight; 01908 up.z = 0; 01909 01910 // Continue as normal 01911 float mat_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; 01912 float mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 }; 01913 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01914 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01915 glEnable(GL_BLEND); 01916 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 01917 glEnable(GL_ALPHA_TEST); 01918 glAlphaFunc(GL_GREATER, 0); 01919 glDisable(GL_LIGHTING); 01920 glColor4f(1.0, 1.0, 1.0, 1.0); 01921 glBindTexture(GL_TEXTURE_2D, texture[2].TexID); 01922 glPopMatrix(); 01923 glBegin(GL_QUADS); 01924 glTexCoord2f(0.0f, 0.0f); glVertex3f(FirePosition.x + (-right.x - up.x), FirePosition.y + (-right.y - up.y), FirePosition.z + (-right.z - up.z)); 01925 glTexCoord2f(1.0f, 0.0f); glVertex3f(FirePosition.x + (right.x - up.x), FirePosition.y + (right.y - up.y), FirePosition.z + (right.z - up.z)); 01926 glTexCoord2f(1.0f, 1.0f); glVertex3f(FirePosition.x + (right.x + up.x), FirePosition.y + (right.y + up.y), FirePosition.z + (right.z + up.z)); 01927 glTexCoord2f(0.0f, 1.0f); glVertex3f(FirePosition.x + (up.x - right.x), FirePosition.y + (up.y - right.y), FirePosition.z + (up.z - right.z)); 01928 glEnd(); 01929 glPopMatrix(); 01930 glEnable(GL_LIGHTING); 01931 glDisable(GL_ALPHA); 01932 glDisable(GL_BLEND); 01933 } |
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Definition at line 1652 of file general.cpp.
01653 { 01654 float mat_ambient[] = { 0.2, 1.0, 0.1, 1.0 }; 01655 float mat_diffuse[] = { 0.2, 1.0, 0.1, 1.0 }; 01656 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01657 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01658 // glDisable(GL_TEXTURE_2D); 01659 glPushMatrix(); 01660 glLoadIdentity(); 01661 glTranslatef(-2.0, -2.0, -8.0); 01662 GLUquadricObj * sphere = gluNewQuadric(); 01663 gluQuadricOrientation(sphere, GLU_OUTSIDE); 01664 gluSphere(sphere,0.3,20,20); 01665 glPopMatrix(); 01666 // glEnable(GL_TEXTURE_2D); 01667 } |
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Definition at line 1584 of file general.cpp.
01585 { 01586 glDisable(GL_TEXTURE_2D); 01587 glDisable(GL_LIGHTING); 01588 glPushMatrix(); 01589 glTranslatef(0,-2.0,0); 01590 glColor3f(0.0f,1.0f,0.0f); 01591 01592 float Line = -10; 01593 int Grid; 01594 glBegin(GL_LINES); 01595 for(Grid = 0; Grid <= 20; Grid += 1) 01596 { 01597 glVertex3f(Line + Grid, 0, -10); 01598 glVertex3f(Line + Grid, 0, 10); 01599 glVertex3f(-10, 0, Line + Grid); 01600 glVertex3f(10, 0, Line + Grid); 01601 } 01602 glEnd(); 01603 glPopMatrix(); 01604 glEnable(GL_TEXTURE_2D); 01605 glEnable(GL_LIGHTING); 01606 } |
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Definition at line 1814 of file general.cpp. References currentLight, MATRIX::Element, VECTOR::Normalize(), VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by DrawBillboards().
01815 { 01816 float halfwidth = 2; 01817 float halfheight = 2; 01818 01819 MATRIX mat; 01820 glGetFloatv(GL_MODELVIEW_MATRIX, mat.Element); 01821 01822 VECTOR right; 01823 right.x = mat.Element[0]; 01824 right.y = mat.Element[4]; 01825 right.z = mat.Element[8]; 01826 right.Normalize(); 01827 right.x *= halfwidth; 01828 right.y *= halfwidth; 01829 right.z *= halfwidth; 01830 01831 VECTOR up; 01832 up.x = mat.Element[1]; 01833 up.y = mat.Element[5]; 01834 up.z = mat.Element[9]; 01835 up.Normalize(); 01836 up.x *= halfheight; 01837 up.y *= halfheight; 01838 up.z *= halfheight; 01839 01840 /* 01841 If you are using a quake style camera that doesn't roll 01842 then you can use the following commented code to make a conventional 01843 billboard remain vertical. If you are using a camera with 6DOF however, 01844 then this will not work. 01845 */ 01846 01847 /* 01848 up.x = 0.0; 01849 up.z = 0.0; 01850 right.y = 0.0; 01851 //*/ 01852 01853 float mat_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; 01854 float mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 }; 01855 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01856 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01857 glEnable(GL_BLEND); 01858 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 01859 glEnable(GL_ALPHA_TEST); 01860 glAlphaFunc(GL_GREATER, 0); 01861 glDisable(GL_LIGHTING); 01862 glColor4f(1.0, 1.0, 1.0, 1.0); 01863 glBindTexture(GL_TEXTURE_2D, texture[1].TexID); 01864 glPopMatrix(); 01865 glBegin(GL_QUADS); 01866 glTexCoord2f(0.0f, 0.0f); glVertex3f(light[currentLight].Position.x + (-right.x - up.x), light[currentLight].Position.y + (-right.y - up.y), light[currentLight].Position.z + (-right.z - up.z)); 01867 glTexCoord2f(1.0f, 0.0f); glVertex3f(light[currentLight].Position.x + (right.x - up.x), light[currentLight].Position.y + (right.y - up.y), light[currentLight].Position.z + (right.z - up.z)); 01868 glTexCoord2f(1.0f, 1.0f); glVertex3f(light[currentLight].Position.x + (right.x + up.x), light[currentLight].Position.y + (right.y + up.y), light[currentLight].Position.z + (right.z + up.z)); 01869 glTexCoord2f(0.0f, 1.0f); glVertex3f(light[currentLight].Position.x + (up.x - right.x), light[currentLight].Position.y + (up.y - right.y), light[currentLight].Position.z + (up.z - right.z)); 01870 glEnd(); 01871 glPopMatrix(); 01872 glEnable(GL_LIGHTING); 01873 glDisable(GL_ALPHA); 01874 glDisable(GL_BLEND); 01875 } |
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Definition at line 1554 of file general.cpp. References fps, glFontBegin(), glFontEnd(), and glFontTextOut(). Referenced by DrawGLScene().
01555 { 01556 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) ; 01557 glDisable(GL_LIGHTING); 01558 glColor3f(0.0, 1.0, 0.0); 01559 glEnable(GL_BLEND); 01560 glDisable(GL_DEPTH_TEST); 01561 glPushMatrix(); 01562 glLoadIdentity(); 01563 glFontBegin(&myFont); 01564 char text[256]; 01565 01566 glFontTextOut("Tutorial #17 (Particles)", -52, 40, -100); 01567 01568 sprintf(text, "FPS = %d", fps); 01569 glFontTextOut(text, -52, 38, -100); 01570 01571 sprintf(text, "%s", "Press M to change camera mode"); 01572 glFontTextOut(text, -52, 34, -100); 01573 01574 sprintf(text, "%s", "Press F to fire"); 01575 glFontTextOut(text, -52, 30, -100); 01576 01577 glFontEnd(); 01578 glPopMatrix(); 01579 glEnable(GL_DEPTH_TEST); 01580 glDisable(GL_BLEND); 01581 glEnable(GL_LIGHTING); 01582 } |
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Definition at line 1669 of file general.cpp.
01670 { 01671 float mat_ambient[] = { 0.8, 0.5, 0.1, 1.0 }; 01672 float mat_diffuse[] = { 0.8, 0.5, 0.1, 1.0 }; 01673 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01674 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01675 01676 glDisable(GL_TEXTURE_2D); 01677 glPushMatrix(); 01678 glTranslatef(-3.0f,-1.0f,-8.0f); 01679 GLUquadricObj * sphere = gluNewQuadric(); 01680 gluQuadricOrientation(sphere, GLU_OUTSIDE); 01681 gluSphere(sphere, 1.0, 50, 50); 01682 glPopMatrix(); 01683 glEnable(GL_TEXTURE_2D); 01684 } |
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Definition at line 1608 of file general.cpp. References RenderBSP(). Referenced by DrawGLScene().
01609 { 01610 float mat_ambient[] = { 0.8, 0.8, 0.8, 1.0 }; 01611 float mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 }; 01612 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01613 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01614 01615 glPushMatrix(); 01616 01617 glDisable (GL_DEPTH_TEST); 01618 RenderBSP(root); 01619 glEnable (GL_DEPTH_TEST); 01620 01621 glPopMatrix(); 01622 01623 /* 01624 //Draw polygons that are in the leaf 01625 for (int loop = 0; loop < numPolygons; loop++) 01626 { 01627 glMatrixMode(GL_TEXTURE); 01628 glPushMatrix(); 01629 01630 01631 glScalef(polygon[loop].Scale[0], polygon[loop].Scale[1], 1.0f); 01632 glTranslatef(polygon[loop].Shift[0], polygon[loop].Shift[1], 0.0f); 01633 glRotatef(polygon[loop].Rotate, 0.0f, 0.0f, 1.0f); 01634 01635 glBindTexture(GL_TEXTURE_2D, polygon[loop].Texture); 01636 glBegin(GL_TRIANGLES); 01637 glNormal3fv(&polygon[loop].Vertex[0].nx); 01638 glTexCoord2f(polygon[loop].Vertex[0].u, polygon[loop].Vertex[0].v); 01639 glVertex3fv(&polygon[loop].Vertex[0].x); 01640 glTexCoord2f(polygon[loop].Vertex[1].u, polygon[loop].Vertex[1].v); 01641 glVertex3fv(&polygon[loop].Vertex[1].x); 01642 glTexCoord2f(polygon[loop].Vertex[2].u, polygon[loop].Vertex[2].v); 01643 glVertex3fv(&polygon[loop].Vertex[2].x); 01644 glEnd(); 01645 01646 glPopMatrix(); 01647 glMatrixMode(GL_MODELVIEW); 01648 } 01649 */ 01650 } |
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Definition at line 102 of file general.cpp. References PLANE::Distance, PLANE::nx, PLANE::ny, and PLANE::nz. Referenced by DrawGLScene().
00103 { 00104 float proj[16]; 00105 float modl[16]; 00106 float clip[16]; 00107 float t; 00108 /* Get the current PROJECTION matrix from OpenGL */ 00109 glGetFloatv( GL_PROJECTION_MATRIX, proj ); 00110 /* Get the current MODELVIEW matrix from OpenGL */ 00111 glGetFloatv( GL_MODELVIEW_MATRIX, modl ); 00112 /* Combine the two matrices (multiply projection by modelview) */ 00113 clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12]; 00114 clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13]; 00115 clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14]; 00116 clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15]; 00117 clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12]; 00118 clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13]; 00119 clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14]; 00120 clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15]; 00121 clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12]; 00122 clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13]; 00123 clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14]; 00124 clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15]; 00125 clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12]; 00126 clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13]; 00127 clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14]; 00128 clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15]; 00129 00130 /* Extract the numbers for the RIGHT plane */ 00131 frustum[0].nx = clip[ 3] - clip[ 0]; 00132 frustum[0].ny = clip[ 7] - clip[ 4]; 00133 frustum[0].nz = clip[11] - clip[ 8]; 00134 frustum[0].Distance = clip[15] - clip[12]; 00135 /* Normalize the result */ 00136 t = sqrt( frustum[0].nx * frustum[0].nx + frustum[0].ny * frustum[0].ny + frustum[0].nz * frustum[0].nz); 00137 frustum[0].nx /= t; 00138 frustum[0].ny /= t; 00139 frustum[0].nz /= t; 00140 frustum[0].Distance /= t; 00141 /* Extract the numbers for the LEFT plane */ 00142 frustum[1].nx = clip[ 3] + clip[ 0]; 00143 frustum[1].ny = clip[ 7] + clip[ 4]; 00144 frustum[1].nz = clip[11] + clip[ 8]; 00145 frustum[1].Distance = clip[15] + clip[12]; 00146 /* Normalize the result */ 00147 t = sqrt( frustum[1].nx * frustum[1].nx + frustum[1].ny * frustum[1].ny + frustum[1].nz * frustum[1].nz); 00148 frustum[1].nx /= t; 00149 frustum[1].ny /= t; 00150 frustum[1].nz /= t; 00151 frustum[1].Distance /= t; 00152 /* Extract the BOTTOM plane */ 00153 frustum[2].nx = clip[ 3] + clip[ 1]; 00154 frustum[2].ny = clip[ 7] + clip[ 5]; 00155 frustum[2].nz = clip[11] + clip[ 9]; 00156 frustum[2].Distance = clip[15] + clip[13]; 00157 /* Normalize the result */ 00158 t = sqrt( frustum[2].nx * frustum[2].nx + frustum[2].ny * frustum[2].ny + frustum[2].nz * frustum[2].nz); 00159 frustum[2].nx /= t; 00160 frustum[2].ny /= t; 00161 frustum[2].nz /= t; 00162 frustum[2].Distance /= t; 00163 /* Extract the TOP plane */ 00164 frustum[3].nx = clip[ 3] - clip[ 1]; 00165 frustum[3].ny = clip[ 7] - clip[ 5]; 00166 frustum[3].nz = clip[11] - clip[ 9]; 00167 frustum[3].Distance = clip[15] - clip[13]; 00168 /* Normalize the result */ 00169 t = sqrt( frustum[3].nx * frustum[3].nx + frustum[3].ny * frustum[3].ny + frustum[3].nz * frustum[3].nz); 00170 frustum[3].nx /= t; 00171 frustum[3].ny /= t; 00172 frustum[3].nz /= t; 00173 frustum[3].Distance /= t; 00174 /* Extract the FAR plane */ 00175 frustum[4].nx = clip[ 3] - clip[ 2]; 00176 frustum[4].ny = clip[ 7] - clip[ 6]; 00177 frustum[4].nz = clip[11] - clip[10]; 00178 frustum[4].Distance = clip[15] - clip[14]; 00179 /* Normalize the result */ 00180 t = sqrt( frustum[4].nx * frustum[4].nx + frustum[4].ny * frustum[4].ny + frustum[4].nz * frustum[4].nz); 00181 frustum[4].nx /= t; 00182 frustum[4].ny /= t; 00183 frustum[4].nz /= t; 00184 frustum[4].Distance /= t; 00185 /* Extract the NEAR plane */ 00186 frustum[5].nx = clip[ 3] + clip[ 2]; 00187 frustum[5].ny = clip[ 7] + clip[ 6]; 00188 frustum[5].nz = clip[11] + clip[10]; 00189 frustum[5].Distance = clip[15] + clip[14]; 00190 /* Normalize the result */ 00191 t = sqrt( frustum[5].nx * frustum[5].nx + frustum[5].ny * frustum[5].ny + frustum[5].nz * frustum[5].nz); 00192 frustum[5].nx /= t; 00193 frustum[5].ny /= t; 00194 frustum[5].nz /= t; 00195 frustum[5].Distance /= t; 00196 } |
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Definition at line 1706 of file general.cpp. References average, fps, lastmultiplier, lasttime, and multiplier. Referenced by WinMain().
01707 { 01708 float timeoffset; 01709 float currenttime; 01710 /* 01711 If the program has just started, set last tickcount to the current tickcount. 01712 This prevents the program from thinking that several hours have passed since the last frame. 01713 */ 01714 if (lasttime == 0) 01715 lasttime = (float)GetTickCount(); 01716 // Get the current time 01717 currenttime = (float)GetTickCount(); 01718 // Calculate the offset 01719 timeoffset = currenttime - lasttime; 01720 // If timeoffset less than 1/120 of a second (in milliseconds) then set to minimum offset 01721 if (timeoffset < 8.333333) 01722 { 01723 timeoffset = 8.333333; 01724 currenttime = lasttime + timeoffset; 01725 } 01726 // Put the current time in the lasttime variable 01727 lasttime = currenttime; 01728 // return the time offset in seconds per frame 01729 multiplier = timeoffset / 1000; 01730 for (int loop = 0; loop < average - 1; loop++) 01731 { 01732 lastmultiplier[loop] = lastmultiplier[loop + 1]; 01733 } 01734 lastmultiplier[average - 1] = multiplier; 01735 for (int loop = 0; loop < average - 1; loop++) 01736 multiplier += lastmultiplier[loop]; 01737 multiplier /= (float)average; 01738 if (multiplier) 01739 fps = (int)(1.0 / multiplier); 01740 return multiplier; 01741 } |
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Definition at line 38 of file general.cpp. References VERTEX::nx, VERTEX::ny, VERTEX::nz, POLYGON::Vertex, VERTEX::x, VECTOR::x, VERTEX::y, VECTOR::y, VERTEX::z, and VECTOR::z. Referenced by CheckForParticleCollision(), and UpdateBullets().
00039 { 00040 float Distance = -(tri1->Vertex[0].x * tri1->Vertex[0].nx + tri1->Vertex[0].y * tri1->Vertex[0].ny + tri1->Vertex[0].z * tri1->Vertex[0].nz); 00041 float final_x,final_y,final_z,final_t; 00042 float t,i; 00043 VECTOR temp; 00044 00045 t=(float)0; i=(float)0; 00046 i+=(float)(tri1->Vertex[0].nx*b->x)+(tri1->Vertex[0].ny*b->y)+(tri1->Vertex[0].nz*b->z)+(Distance); 00047 t+=(float)(tri1->Vertex[0].nx*(b->x*-1))+(tri1->Vertex[0].ny*(b->y*-1))+(tri1->Vertex[0].nz*(b->z*-1)); 00048 t+=(float)(tri1->Vertex[0].nx*a->x)+(tri1->Vertex[0].ny*a->y)+(tri1->Vertex[0].nz*a->z); 00049 00050 // Be wary of possible divide-by-zeros here (i.e. if t==0) 00051 final_t = (-i)/t; 00052 00053 // Vertical Line Segment 00054 if ((a->x == b->x)&&(a->z == b->z)) 00055 { // vertical line segment 00056 00057 temp.x = a->x; 00058 temp.y = (-((tri1->Vertex[0].nx*a->x)+(tri1->Vertex[0].nz*a->z)+(Distance)))/(tri1->Vertex[0].ny); 00059 temp.z = a->z; 00060 00061 return(temp); 00062 } 00063 00064 final_x = (((a->x)*(final_t))+((b->x)*(1-final_t))); 00065 final_y = (((a->y)*(final_t))+((b->y)*(1-final_t))); 00066 final_z = (((a->z)*(final_t))+((b->z)*(1-final_t))); 00067 00068 temp.x = final_x; 00069 temp.y = final_y; 00070 temp.z = final_z; 00071 00072 return(temp); 00073 } |
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Definition at line 235 of file general.cpp. References SPLINE::Active, AddSpline(), SPLINE::Blue, SPLINE::Control, SPLINE::CopyOfEndTime, SPLINE::CopyOfStartTime, currentSpline, SPLINE::Degree, DeleteSpline(), SPLINE::EndTime, FALSE, LinkedList< T >::Get(), SPLINE::Green, lookAtPath, SPLINE::NumControl, SPLINE::NumPoints, numSplines, SPLINE::Red, SPLINE::Repeat, SplineFileName, SplineList, SPLINE::StartTime, VECTOR::x, VECTOR::y, and VECTOR::z.
00236 { 00237 const int stringLength = 33; 00238 char tempString[stringLength]; 00239 FILE* SplineFile; 00240 SplineFile = fopen(SplineFileName, "rt"); 00241 if (!SplineFile) 00242 { 00243 MessageBox(NULL, "Spline File didn't open", "Error", MB_OK | MB_ICONERROR); 00244 return 0; 00245 } 00246 fseek(SplineFile, 0, SEEK_SET); 00247 int InitialNumSplines = numSplines; 00248 if (!fgets(tempString, stringLength, SplineFile)) 00249 { 00250 MessageBox(NULL, "Error reading from the spline data file", "Error", MB_OK | MB_ICONERROR); 00251 numSplines = InitialNumSplines; 00252 return FALSE; 00253 } 00254 numSplines = atoi(tempString); 00255 if (InitialNumSplines > numSplines) 00256 { 00257 for (int loop = InitialNumSplines - 1; loop >= numSplines; loop--) 00258 { 00259 DeleteSpline(loop, SplineList); 00260 } 00261 } 00262 if (numSplines > InitialNumSplines) 00263 { 00264 for (int loop = InitialNumSplines; loop < numSplines; loop++) 00265 { 00266 AddSpline(loop, SplineList); 00267 } 00268 } 00269 for (int loop = 0; loop < numSplines; loop++) 00270 { 00271 spline = SplineList.Get(loop); 00272 // Active flag 00273 fgets(tempString, stringLength, SplineFile); 00274 spline->Active = atoi(tempString); 00275 // Repeat flag 00276 fgets(tempString, stringLength, SplineFile); 00277 spline->Repeat = atoi(tempString); 00278 // Degree 00279 fgets(tempString, stringLength, SplineFile); 00280 spline->Degree = atoi(tempString); 00281 // NumControl 00282 fgets(tempString, stringLength, SplineFile); 00283 spline->NumControl = atoi(tempString); 00284 // NumPoints 00285 fgets(tempString, stringLength, SplineFile); 00286 spline->NumPoints = atoi(tempString); 00287 // StartTime 00288 fgets(tempString, stringLength, SplineFile); 00289 spline->StartTime = atof(tempString); 00290 // EndTime 00291 fgets(tempString, stringLength, SplineFile); 00292 spline->EndTime = atof(tempString); 00293 // Red 00294 fgets(tempString, stringLength, SplineFile); 00295 spline->Red = atof(tempString); 00296 // Green 00297 fgets(tempString, stringLength, SplineFile); 00298 spline->Green = atof(tempString); 00299 // Blue 00300 fgets(tempString, stringLength, SplineFile); 00301 spline->Blue = atof(tempString); 00302 00303 for (int loop2 = 0; loop2 <= spline->NumControl; loop2++) 00304 { 00305 fgets(tempString, stringLength, SplineFile); 00306 spline->Control[loop2].x = atof(tempString); 00307 fgets(tempString, stringLength, SplineFile); 00308 spline->Control[loop2].y = atof(tempString); 00309 fgets(tempString, stringLength, SplineFile); 00310 spline->Control[loop2].z = atof(tempString); 00311 } 00312 spline->CopyOfStartTime = spline->StartTime; 00313 spline->CopyOfEndTime = spline->EndTime; 00314 } 00315 00316 currentSpline = numSplines - 1; 00317 if (lookAtPath >= numSplines) 00318 lookAtPath = numSplines - 1; 00319 if (fclose(SplineFile)) 00320 MessageBox(NULL, "File didn't close", "Error", MB_OK | MB_ICONERROR); 00321 return 1; 00322 } |
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Definition at line 92 of file general.cpp. References PLANE::Distance, PLANE::nx, PLANE::ny, PLANE::nz, VECTOR::x, VECTOR::y, and VECTOR::z.
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Definition at line 347 of file general.cpp. References numCameras. Referenced by InitGL().
00348 { 00349 int temp; 00350 for(temp = 0; temp <= numCameras; temp++) 00351 camera[temp].Reset(); 00352 } |
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Definition at line 336 of file general.cpp. References numLights. Referenced by InitGL().
00337 { 00338 int temp; 00339 for (temp = 0; temp <= numLights; temp++) 00340 { 00341 light[temp].LightNumber = temp; 00342 light[temp].Reset(); 00343 } 00344 glEnable(GL_LIGHTING); 00345 } |
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Definition at line 1472 of file general.cpp. Referenced by InitGL().
01473 { 01474 float mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; 01475 float mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; 01476 float mat_specular[] = { 0.9, 0.9, 0.9, 1.0 }; 01477 float mat_emission[] = { 0.0, 0.0, 0.0, 1.0 }; 01478 float mat_shininess[] = { 80.0 }; 01479 01480 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 01481 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); 01482 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 01483 glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); 01484 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); 01485 } |
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Definition at line 1455 of file general.cpp. Referenced by SetGLView().
01456 { 01457 if (Height==0) 01458 Height=1; 01459 glViewport(0, 0, Width, Height); 01460 glMatrixMode(GL_PROJECTION); 01461 glLoadIdentity(); 01462 gluPerspective(45.0,(float)Width/(float)Height, 0.8, 500.0); 01463 } |
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Definition at line 1443 of file general.cpp. Referenced by InitGL().
01444 { 01445 glCullFace(GL_BACK); 01446 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 01447 glClearDepth(1.0); 01448 glDepthFunc(GL_LESS); 01449 glEnable(GL_DEPTH_TEST); 01450 glShadeModel(GL_SMOOTH); 01451 glEnable(GL_NORMALIZE); 01452 glEnable(GL_CULL_FACE); 01453 } |
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Definition at line 1487 of file general.cpp. References FALSE, TEXTURE::LoadTGA(), and TRUE. Referenced by InitGL().
01488 { 01489 glEnable(GL_TEXTURE_2D); 01490 01491 sprintf(texture[0].TexName, "%s", "floor.tga"); 01492 if (!texture[0].LoadTGA()) 01493 { 01494 MessageBox(NULL,"Failed to load floor image","Error",MB_OK|MB_ICONERROR); 01495 return FALSE; 01496 } 01497 sprintf(texture[1].TexName, "%s", "roof.tga"); 01498 if (!texture[1].LoadTGA()) 01499 { 01500 MessageBox(NULL,"Failed to load roof image","Error",MB_OK|MB_ICONERROR); 01501 return FALSE; 01502 } 01503 sprintf(texture[2].TexName, "%s", "wall.tga"); 01504 if (!texture[2].LoadTGA()) 01505 { 01506 MessageBox(NULL,"Failed to load wall image","Error",MB_OK|MB_ICONERROR); 01507 return FALSE; 01508 } 01509 sprintf(texture[3].TexName, "%s", "tile.tga"); 01510 if (!texture[3].LoadTGA()) 01511 { 01512 MessageBox(NULL,"Failed to load tile image","Error",MB_OK|MB_ICONERROR); 01513 return FALSE; 01514 } 01515 sprintf(texture[4].TexName, "%s", "burndecal.tga"); 01516 if (!texture[4].LoadTGA(GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP, GL_CLAMP, 1)) 01517 { 01518 MessageBox(NULL,"Failed to load burn decal image","Error",MB_OK|MB_ICONERROR); 01519 return FALSE; 01520 } 01521 sprintf(texture[5].TexName, "%s", "muzzleflash.tga"); 01522 if (!texture[5].LoadTGA(GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP, GL_CLAMP, 1)) 01523 { 01524 MessageBox(NULL,"Failed to load muzzle flash image","Error",MB_OK|MB_ICONERROR); 01525 return FALSE; 01526 } 01527 sprintf(texture[6].TexName, "%s", "impactflash.tga"); 01528 if (!texture[6].LoadTGA(GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP, GL_CLAMP, 1)) 01529 { 01530 MessageBox(NULL,"Failed to load impact flash image","Error",MB_OK|MB_ICONERROR); 01531 return FALSE; 01532 } 01533 sprintf(texture[7].TexName, "%s", "bulletdecal.tga"); 01534 if (!texture[7].LoadTGA(GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP, GL_CLAMP, 1)) 01535 { 01536 MessageBox(NULL,"Failed to load bullet decal image","Error",MB_OK|MB_ICONERROR); 01537 return FALSE; 01538 } 01539 sprintf(texture[8].TexName, "%s", "particle1.tga"); 01540 if (!texture[8].LoadTGA(GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP, GL_CLAMP, 1)) 01541 { 01542 MessageBox(NULL,"Failed to load particle1 image","Error",MB_OK|MB_ICONERROR); 01543 return FALSE; 01544 } 01545 sprintf(texture[9].TexName, "%s", "particle2.tga"); 01546 if (!texture[9].LoadTGA(GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, GL_CLAMP, GL_CLAMP, 1)) 01547 { 01548 MessageBox(NULL,"Failed to load particle2 image","Error",MB_OK|MB_ICONERROR); 01549 return FALSE; 01550 } 01551 return TRUE; 01552 } |
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Definition at line 354 of file general.cpp. References VERTEX::x, VERTEX::y, and VERTEX::z. Referenced by SetGLWorld().
00355 { 00356 vertex[0].x = -80; 00357 vertex[0].y = -10; 00358 vertex[0].z = -60; 00359 00360 vertex[1].x = 20; 00361 vertex[1].y = -10; 00362 vertex[1].z = -60; 00363 00364 vertex[2].x = 20; 00365 vertex[2].y = -10; 00366 vertex[2].z = -40; 00367 00368 vertex[3].x = 170; 00369 vertex[3].y = -10; 00370 vertex[3].z = -40; 00371 00372 vertex[4].x = 170; 00373 vertex[4].y = -10; 00374 vertex[4].z = 40; 00375 00376 vertex[5].x = 120; 00377 vertex[5].y = -10; 00378 vertex[5].z = 40; 00379 00380 vertex[6].x = 120; 00381 vertex[6].y = -10; 00382 vertex[6].z = 80; 00383 00384 vertex[7].x = 160; 00385 vertex[7].y = -10; 00386 vertex[7].z = 80; 00387 00388 vertex[8].x = 160; 00389 vertex[8].y = -10; 00390 vertex[8].z = 160; 00391 00392 vertex[9].x = 60; 00393 vertex[9].y = -10; 00394 vertex[9].z = 160; 00395 00396 vertex[10].x = 60; 00397 vertex[10].y = -10; 00398 vertex[10].z = 80; 00399 00400 vertex[11].x = 100; 00401 vertex[11].y = -10; 00402 vertex[11].z = 80; 00403 00404 vertex[12].x = 100; 00405 vertex[12].y = -10; 00406 vertex[12].z = 40; 00407 00408 vertex[13].x = 20; 00409 vertex[13].y = -10; 00410 vertex[13].z = 40; 00411 00412 vertex[14].x = 20; 00413 vertex[14].y = -10; 00414 vertex[14].z = 60; 00415 00416 vertex[15].x = -80; 00417 vertex[15].y = -10; 00418 vertex[15].z = 60; 00419 00420 vertex[16].x = -80; 00421 vertex[16].y = 10; 00422 vertex[16].z = -60; 00423 00424 vertex[17].x = 20; 00425 vertex[17].y = 10; 00426 vertex[17].z = -60; 00427 00428 vertex[18].x = 20; 00429 vertex[18].y = 10; 00430 vertex[18].z = -40; 00431 00432 vertex[19].x = 170; 00433 vertex[19].y = 10; 00434 vertex[19].z = -40; 00435 00436 vertex[20].x = 170; 00437 vertex[20].y = 10; 00438 vertex[20].z = 40; 00439 00440 vertex[21].x = 120; 00441 vertex[21].y = 10; 00442 vertex[21].z = 40; 00443 00444 vertex[22].x = 120; 00445 vertex[22].y = 10; 00446 vertex[22].z = 80; 00447 00448 vertex[23].x = 160; 00449 vertex[23].y = 10; 00450 vertex[23].z = 80; 00451 00452 vertex[24].x = 160; 00453 vertex[24].y = 10; 00454 vertex[24].z = 160; 00455 00456 vertex[25].x = 60; 00457 vertex[25].y = 10; 00458 vertex[25].z = 160; 00459 00460 vertex[26].x = 60; 00461 vertex[26].y = 10; 00462 vertex[26].z = 80; 00463 00464 vertex[27].x = 100; 00465 vertex[27].y = 10; 00466 vertex[27].z = 80; 00467 00468 vertex[28].x = 100; 00469 vertex[28].y = 10; 00470 vertex[28].z = 40; 00471 00472 vertex[29].x = 20; 00473 vertex[29].y = 10; 00474 vertex[29].z = 40; 00475 00476 vertex[30].x = 20; 00477 vertex[30].y = 10; 00478 vertex[30].z = 60; 00479 00480 vertex[31].x = -80; 00481 vertex[31].y = 10; 00482 vertex[31].z = 60; 00483 00484 vertex[32].x = -80; 00485 vertex[32].y = 10; 00486 vertex[32].z = 40; 00487 00488 vertex[33].x = -80; 00489 vertex[33].y = 40; 00490 vertex[33].z = 0; 00491 00492 vertex[34].x = -80; 00493 vertex[34].y = 10; 00494 vertex[34].z = -40; 00495 00496 vertex[35].x = 20; 00497 vertex[35].y = 40; 00498 vertex[35].z = 0; 00499 00500 vertex[36].x = 170; 00501 vertex[36].y = 40; 00502 vertex[36].z = 0; 00503 } |
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Definition at line 1465 of file general.cpp. References SetGLProjection(). Referenced by ReSizeGLScene().
01466 { 01467 SetGLProjection(Width, Height); 01468 glMatrixMode(GL_MODELVIEW); 01469 glLoadIdentity(); 01470 } |
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Definition at line 506 of file general.cpp. References numPolygons, polygon, POLYGON::Rotate, POLYGON::Scale, SetGLVertices(), POLYGON::SetNormal(), POLYGON::Shift, TEXTURE::TexID, POLYGON::Texture, VERTEX::u, VERTEX::v, and POLYGON::Vertex. Referenced by InitGL().
00507 { 00508 SetGLVertices(vertex); 00509 00510 polygon[0].Scale[0] = 6.0; 00511 polygon[0].Scale[1] = 1.0; 00512 polygon[0].Shift[0] = 0.0; 00513 polygon[0].Shift[1] = 0.0; 00514 polygon[0].Rotate = 0.0; 00515 polygon[0].Vertex[0] = vertex[0]; 00516 polygon[0].Vertex[1] = vertex[17]; 00517 polygon[0].Vertex[2] = vertex[16]; 00518 polygon[0].Texture = texture[2].TexID; 00519 polygon[0].Vertex[0].u = 0.0; 00520 polygon[0].Vertex[0].v = 0.0; 00521 polygon[0].Vertex[1].u = 1.0; 00522 polygon[0].Vertex[1].v = 1.0; 00523 polygon[0].Vertex[2].u = 0.0; 00524 polygon[0].Vertex[2].v = 1.0; 00525 00526 polygon[1].Scale[0] = 6.0; 00527 polygon[1].Scale[1] = 1.0; 00528 polygon[1].Shift[0] = 0.0; 00529 polygon[1].Shift[1] = 0.0; 00530 polygon[1].Rotate = 0.0; 00531 polygon[1].Vertex[0] = vertex[0]; 00532 polygon[1].Vertex[1] = vertex[1]; 00533 polygon[1].Vertex[2] = vertex[17]; 00534 polygon[1].Texture = texture[2].TexID; 00535 polygon[1].Vertex[0].u = 0.0; 00536 polygon[1].Vertex[0].v = 0.0; 00537 polygon[1].Vertex[1].u = 1.0; 00538 polygon[1].Vertex[1].v = 0.0; 00539 polygon[1].Vertex[2].u = 1.0; 00540 polygon[1].Vertex[2].v = 1.0; 00541 00542 polygon[2].Scale[0] = 1.0; 00543 polygon[2].Scale[1] = 1.0; 00544 polygon[2].Shift[0] = 0.0; 00545 polygon[2].Shift[1] = 0.0; 00546 polygon[2].Rotate = 0.0; 00547 polygon[2].Vertex[0] = vertex[1]; 00548 polygon[2].Vertex[1] = vertex[18]; 00549 polygon[2].Vertex[2] = vertex[17]; 00550 polygon[2].Texture = texture[2].TexID; 00551 polygon[2].Vertex[0].u = 0.0; 00552 polygon[2].Vertex[0].v = 0.0; 00553 polygon[2].Vertex[1].u = 1.0; 00554 polygon[2].Vertex[1].v = 1.0; 00555 polygon[2].Vertex[2].u = 0.0; 00556 polygon[2].Vertex[2].v = 1.0; 00557 00558 polygon[3].Scale[0] = 1.0; 00559 polygon[3].Scale[1] = 1.0; 00560 polygon[3].Shift[0] = 0.0; 00561 polygon[3].Shift[1] = 0.0; 00562 polygon[3].Rotate = 0.0; 00563 polygon[3].Vertex[0] = vertex[1]; 00564 polygon[3].Vertex[1] = vertex[2]; 00565 polygon[3].Vertex[2] = vertex[18]; 00566 polygon[3].Texture = texture[2].TexID; 00567 polygon[3].Vertex[0].u = 0.0; 00568 polygon[3].Vertex[0].v = 0.0; 00569 polygon[3].Vertex[1].u = 1.0; 00570 polygon[3].Vertex[1].v = 0.0; 00571 polygon[3].Vertex[2].u = 1.0; 00572 polygon[3].Vertex[2].v = 1.0; 00573 00574 polygon[4].Scale[0] = 5.0; 00575 polygon[4].Scale[1] = 1.0; 00576 polygon[4].Shift[0] = 0.0; 00577 polygon[4].Shift[1] = 0.0; 00578 polygon[4].Rotate = 0.0; 00579 polygon[4].Vertex[0] = vertex[2]; 00580 polygon[4].Vertex[1] = vertex[19]; 00581 polygon[4].Vertex[2] = vertex[18]; 00582 polygon[4].Texture = texture[2].TexID; 00583 polygon[4].Vertex[0].u = 0.0; 00584 polygon[4].Vertex[0].v = 0.0; 00585 polygon[4].Vertex[1].u = 1.0; 00586 polygon[4].Vertex[1].v = 1.0; 00587 polygon[4].Vertex[2].u = 0.0; 00588 polygon[4].Vertex[2].v = 1.0; 00589 00590 polygon[5].Scale[0] = 5.0; 00591 polygon[5].Scale[1] = 1.0; 00592 polygon[5].Shift[0] = 0.0; 00593 polygon[5].Shift[1] = 0.0; 00594 polygon[5].Rotate = 0.0; 00595 polygon[5].Vertex[0] = vertex[2]; 00596 polygon[5].Vertex[1] = vertex[3]; 00597 polygon[5].Vertex[2] = vertex[19]; 00598 polygon[5].Texture = texture[2].TexID; 00599 polygon[5].Vertex[0].u = 0.0; 00600 polygon[5].Vertex[0].v = 0.0; 00601 polygon[5].Vertex[1].u = 1.0; 00602 polygon[5].Vertex[1].v = 0.0; 00603 polygon[5].Vertex[2].u = 1.0; 00604 polygon[5].Vertex[2].v = 1.0; 00605 00606 polygon[6].Scale[0] = 4.0; 00607 polygon[6].Scale[1] = 1.0; 00608 polygon[6].Shift[0] = 0.0; 00609 polygon[6].Shift[1] = 0.0; 00610 polygon[6].Rotate = 0.0; 00611 polygon[6].Vertex[0] = vertex[3]; 00612 polygon[6].Vertex[1] = vertex[20]; 00613 polygon[6].Vertex[2] = vertex[19]; 00614 polygon[6].Texture = texture[2].TexID; 00615 polygon[6].Vertex[0].u = 0.0; 00616 polygon[6].Vertex[0].v = 0.0; 00617 polygon[6].Vertex[1].u = 1.0; 00618 polygon[6].Vertex[1].v = 1.0; 00619 polygon[6].Vertex[2].u = 0.0; 00620 polygon[6].Vertex[2].v = 1.0; 00621 00622 polygon[7].Scale[0] = 4.0; 00623 polygon[7].Scale[1] = 1.0; 00624 polygon[7].Shift[0] = 0.0; 00625 polygon[7].Shift[1] = 0.0; 00626 polygon[7].Rotate = 0.0; 00627 polygon[7].Vertex[0] = vertex[3]; 00628 polygon[7].Vertex[1] = vertex[4]; 00629 polygon[7].Vertex[2] = vertex[20]; 00630 polygon[7].Texture = texture[2].TexID; 00631 polygon[7].Vertex[0].u = 0.0; 00632 polygon[7].Vertex[0].v = 0.0; 00633 polygon[7].Vertex[1].u = 1.0; 00634 polygon[7].Vertex[1].v = 0.0; 00635 polygon[7].Vertex[2].u = 1.0; 00636 polygon[7].Vertex[2].v = 1.0; 00637 00638 polygon[8].Scale[0] = 2.0; 00639 polygon[8].Scale[1] = 1.0; 00640 polygon[8].Shift[0] = 0.0; 00641 polygon[8].Shift[1] = 0.0; 00642 polygon[8].Rotate = 0.0; 00643 polygon[8].Vertex[0] = vertex[4]; 00644 polygon[8].Vertex[1] = vertex[21]; 00645 polygon[8].Vertex[2] = vertex[20]; 00646 polygon[8].Texture = texture[2].TexID; 00647 polygon[8].Vertex[0].u = 0.0; 00648 polygon[8].Vertex[0].v = 0.0; 00649 polygon[8].Vertex[1].u = 1.0; 00650 polygon[8].Vertex[1].v = 1.0; 00651 polygon[8].Vertex[2].u = 0.0; 00652 polygon[8].Vertex[2].v = 1.0; 00653 00654 polygon[9].Scale[0] = 2.0; 00655 polygon[9].Scale[1] = 1.0; 00656 polygon[9].Shift[0] = 0.0; 00657 polygon[9].Shift[1] = 0.0; 00658 polygon[9].Rotate = 0.0; 00659 polygon[9].Vertex[0] = vertex[4]; 00660 polygon[9].Vertex[1] = vertex[5]; 00661 polygon[9].Vertex[2] = vertex[21]; 00662 polygon[9].Texture = texture[2].TexID; 00663 polygon[9].Vertex[0].u = 0.0; 00664 polygon[9].Vertex[0].v = 0.0; 00665 polygon[9].Vertex[1].u = 1.0; 00666 polygon[9].Vertex[1].v = 0.0; 00667 polygon[9].Vertex[2].u = 1.0; 00668 polygon[9].Vertex[2].v = 1.0; 00669 00670 polygon[10].Scale[0] = 2.0; 00671 polygon[10].Scale[1] = 1.0; 00672 polygon[10].Shift[0] = 0.0; 00673 polygon[10].Shift[1] = 0.0; 00674 polygon[10].Rotate = 0.0; 00675 polygon[10].Vertex[0] = vertex[5]; 00676 polygon[10].Vertex[1] = vertex[22]; 00677 polygon[10].Vertex[2] = vertex[21]; 00678 polygon[10].Texture = texture[2].TexID; 00679 polygon[10].Vertex[0].u = 0.0; 00680 polygon[10].Vertex[0].v = 0.0; 00681 polygon[10].Vertex[1].u = 1.0; 00682 polygon[10].Vertex[1].v = 1.0; 00683 polygon[10].Vertex[2].u = 0.0; 00684 polygon[10].Vertex[2].v = 1.0; 00685 00686 polygon[11].Scale[0] = 2.0; 00687 polygon[11].Scale[1] = 1.0; 00688 polygon[11].Shift[0] = 0.0; 00689 polygon[11].Shift[1] = 0.0; 00690 polygon[11].Rotate = 0.0; 00691 polygon[11].Vertex[0] = vertex[5]; 00692 polygon[11].Vertex[1] = vertex[6]; 00693 polygon[11].Vertex[2] = vertex[22]; 00694 polygon[11].Texture = texture[2].TexID; 00695 polygon[11].Vertex[0].u = 0.0; 00696 polygon[11].Vertex[0].v = 0.0; 00697 polygon[11].Vertex[1].u = 1.0; 00698 polygon[11].Vertex[1].v = 0.0; 00699 polygon[11].Vertex[2].u = 1.0; 00700 polygon[11].Vertex[2].v = 1.0; 00701 00702 polygon[12].Scale[0] = 2.0; 00703 polygon[12].Scale[1] = 1.0; 00704 polygon[12].Shift[0] = 0.0; 00705 polygon[12].Shift[1] = 0.0; 00706 polygon[12].Rotate = 0.0; 00707 polygon[12].Vertex[0] = vertex[6]; 00708 polygon[12].Vertex[1] = vertex[23]; 00709 polygon[12].Vertex[2] = vertex[22]; 00710 polygon[12].Texture = texture[2].TexID; 00711 polygon[12].Vertex[0].u = 0.0; 00712 polygon[12].Vertex[0].v = 0.0; 00713 polygon[12].Vertex[1].u = 1.0; 00714 polygon[12].Vertex[1].v = 1.0; 00715 polygon[12].Vertex[2].u = 0.0; 00716 polygon[12].Vertex[2].v = 1.0; 00717 00718 polygon[13].Scale[0] = 2.0; 00719 polygon[13].Scale[1] = 1.0; 00720 polygon[13].Shift[0] = 0.0; 00721 polygon[13].Shift[1] = 0.0; 00722 polygon[13].Rotate = 0.0; 00723 polygon[13].Vertex[0] = vertex[6]; 00724 polygon[13].Vertex[1] = vertex[7]; 00725 polygon[13].Vertex[2] = vertex[23]; 00726 polygon[13].Texture = texture[2].TexID; 00727 polygon[13].Vertex[0].u = 0.0; 00728 polygon[13].Vertex[0].v = 0.0; 00729 polygon[13].Vertex[1].u = 1.0; 00730 polygon[13].Vertex[1].v = 0.0; 00731 polygon[13].Vertex[2].u = 1.0; 00732 polygon[13].Vertex[2].v = 1.0; 00733 00734 polygon[14].Scale[0] = 2.0; 00735 polygon[14].Scale[1] = 1.0; 00736 polygon[14].Shift[0] = 0.0; 00737 polygon[14].Shift[1] = 0.0; 00738 polygon[14].Rotate = 0.0; 00739 polygon[14].Vertex[0] = vertex[7]; 00740 polygon[14].Vertex[1] = vertex[24]; 00741 polygon[14].Vertex[2] = vertex[23]; 00742 polygon[14].Texture = texture[2].TexID; 00743 polygon[14].Vertex[0].u = 0.0; 00744 polygon[14].Vertex[0].v = 0.0; 00745 polygon[14].Vertex[1].u = 1.0; 00746 polygon[14].Vertex[1].v = 1.0; 00747 polygon[14].Vertex[2].u = 0.0; 00748 polygon[14].Vertex[2].v = 1.0; 00749 00750 polygon[15].Scale[0] = 2.0; 00751 polygon[15].Scale[1] = 1.0; 00752 polygon[15].Shift[0] = 0.0; 00753 polygon[15].Shift[1] = 0.0; 00754 polygon[15].Rotate = 0.0; 00755 polygon[15].Vertex[0] = vertex[7]; 00756 polygon[15].Vertex[1] = vertex[8]; 00757 polygon[15].Vertex[2] = vertex[24]; 00758 polygon[15].Texture = texture[2].TexID; 00759 polygon[15].Vertex[0].u = 0.0; 00760 polygon[15].Vertex[0].v = 0.0; 00761 polygon[15].Vertex[1].u = 1.0; 00762 polygon[15].Vertex[1].v = 0.0; 00763 polygon[15].Vertex[2].u = 1.0; 00764 polygon[15].Vertex[2].v = 1.0; 00765 00766 polygon[16].Scale[0] = 2.0; 00767 polygon[16].Scale[1] = 1.0; 00768 polygon[16].Shift[0] = 0.0; 00769 polygon[16].Shift[1] = 0.0; 00770 polygon[16].Rotate = 0.0; 00771 polygon[16].Vertex[0] = vertex[8]; 00772 polygon[16].Vertex[1] = vertex[25]; 00773 polygon[16].Vertex[2] = vertex[24]; 00774 polygon[16].Texture = texture[2].TexID; 00775 polygon[16].Vertex[0].u = 0.0; 00776 polygon[16].Vertex[0].v = 0.0; 00777 polygon[16].Vertex[1].u = 1.0; 00778 polygon[16].Vertex[1].v = 1.0; 00779 polygon[16].Vertex[2].u = 0.0; 00780 polygon[16].Vertex[2].v = 1.0; 00781 00782 polygon[17].Scale[0] = 2.0; 00783 polygon[17].Scale[1] = 1.0; 00784 polygon[17].Shift[0] = 0.0; 00785 polygon[17].Shift[1] = 0.0; 00786 polygon[17].Rotate = 0.0; 00787 polygon[17].Vertex[0] = vertex[8]; 00788 polygon[17].Vertex[1] = vertex[9]; 00789 polygon[17].Vertex[2] = vertex[25]; 00790 polygon[17].Texture = texture[2].TexID; 00791 polygon[17].Vertex[0].u = 0.0; 00792 polygon[17].Vertex[0].v = 0.0; 00793 polygon[17].Vertex[1].u = 1.0; 00794 polygon[17].Vertex[1].v = 0.0; 00795 polygon[17].Vertex[2].u = 1.0; 00796 polygon[17].Vertex[2].v = 1.0; 00797 00798 polygon[18].Scale[0] = 2.0; 00799 polygon[18].Scale[1] = 1.0; 00800 polygon[18].Shift[0] = 0.0; 00801 polygon[18].Shift[1] = 20.0; 00802 polygon[18].Rotate = 0.0; 00803 polygon[18].Vertex[0] = vertex[9]; 00804 polygon[18].Vertex[1] = vertex[26]; 00805 polygon[18].Vertex[2] = vertex[25]; 00806 polygon[18].Texture = texture[2].TexID; 00807 polygon[18].Vertex[0].u = 0.0; 00808 polygon[18].Vertex[0].v = 0.0; 00809 polygon[18].Vertex[1].u = 1.0; 00810 polygon[18].Vertex[1].v = 1.0; 00811 polygon[18].Vertex[2].u = 0.0; 00812 polygon[18].Vertex[2].v = 1.0; 00813 00814 polygon[19].Scale[0] = 2.0; 00815 polygon[19].Scale[1] = 1.0; 00816 polygon[19].Shift[0] = 0.0; 00817 polygon[19].Shift[1] = 20.0; 00818 polygon[19].Rotate = 0.0; 00819 polygon[19].Vertex[0] = vertex[9]; 00820 polygon[19].Vertex[1] = vertex[10]; 00821 polygon[19].Vertex[2] = vertex[26]; 00822 polygon[19].Texture = texture[2].TexID; 00823 polygon[19].Vertex[0].u = 0.0; 00824 polygon[19].Vertex[0].v = 0.0; 00825 polygon[19].Vertex[1].u = 1.0; 00826 polygon[19].Vertex[1].v = 0.0; 00827 polygon[19].Vertex[2].u = 1.0; 00828 polygon[19].Vertex[2].v = 1.0; 00829 00830 polygon[20].Scale[0] = 2.0; 00831 polygon[20].Scale[1] = 1.0; 00832 polygon[20].Shift[0] = 0.0; 00833 polygon[20].Shift[1] = 0.0; 00834 polygon[20].Rotate = 0.0; 00835 polygon[20].Vertex[0] = vertex[10]; 00836 polygon[20].Vertex[1] = vertex[27]; 00837 polygon[20].Vertex[2] = vertex[26]; 00838 polygon[20].Texture = texture[2].TexID; 00839 polygon[20].Vertex[0].u = 0.0; 00840 polygon[20].Vertex[0].v = 0.0; 00841 polygon[20].Vertex[1].u = 1.0; 00842 polygon[20].Vertex[1].v = 1.0; 00843 polygon[20].Vertex[2].u = 0.0; 00844 polygon[20].Vertex[2].v = 1.0; 00845 00846 polygon[21].Scale[0] = 2.0; 00847 polygon[21].Scale[1] = 1.0; 00848 polygon[21].Shift[0] = 0.0; 00849 polygon[21].Shift[1] = 0.0; 00850 polygon[21].Rotate = 0.0; 00851 polygon[21].Vertex[0] = vertex[10]; 00852 polygon[21].Vertex[1] = vertex[11]; 00853 polygon[21].Vertex[2] = vertex[27]; 00854 polygon[21].Texture = texture[2].TexID; 00855 polygon[21].Vertex[0].u = 0.0; 00856 polygon[21].Vertex[0].v = 0.0; 00857 polygon[21].Vertex[1].u = 1.0; 00858 polygon[21].Vertex[1].v = 0.0; 00859 polygon[21].Vertex[2].u = 1.0; 00860 polygon[21].Vertex[2].v = 1.0; 00861 00862 polygon[22].Scale[0] = 2.0; 00863 polygon[22].Scale[1] = 1.0; 00864 polygon[22].Shift[0] = 0.0; 00865 polygon[22].Shift[1] = 0.0; 00866 polygon[22].Rotate = 0.0; 00867 polygon[22].Vertex[0] = vertex[11]; 00868 polygon[22].Vertex[1] = vertex[28]; 00869 polygon[22].Vertex[2] = vertex[27]; 00870 polygon[22].Texture = texture[2].TexID; 00871 polygon[22].Vertex[0].u = 0.0; 00872 polygon[22].Vertex[0].v = 0.0; 00873 polygon[22].Vertex[1].u = 1.0; 00874 polygon[22].Vertex[1].v = 1.0; 00875 polygon[22].Vertex[2].u = 0.0; 00876 polygon[22].Vertex[2].v = 1.0; 00877 00878 polygon[23].Scale[0] = 2.0; 00879 polygon[23].Scale[1] = 1.0; 00880 polygon[23].Shift[0] = 0.0; 00881 polygon[23].Shift[1] = 0.0; 00882 polygon[23].Rotate = 0.0; 00883 polygon[23].Vertex[0] = vertex[11]; 00884 polygon[23].Vertex[1] = vertex[12]; 00885 polygon[23].Vertex[2] = vertex[28]; 00886 polygon[23].Texture = texture[2].TexID; 00887 polygon[23].Vertex[0].u = 0.0; 00888 polygon[23].Vertex[0].v = 0.0; 00889 polygon[23].Vertex[1].u = 1.0; 00890 polygon[23].Vertex[1].v = 0.0; 00891 polygon[23].Vertex[2].u = 1.0; 00892 polygon[23].Vertex[2].v = 1.0; 00893 00894 00895 polygon[24].Scale[0] = 2.0; 00896 polygon[24].Scale[1] = 1.0; 00897 polygon[24].Shift[0] = 0.0; 00898 polygon[24].Shift[1] = 0.0; 00899 polygon[24].Rotate = 0.0; 00900 polygon[24].Vertex[0] = vertex[12]; 00901 polygon[24].Vertex[1] = vertex[29]; 00902 polygon[24].Vertex[2] = vertex[28]; 00903 polygon[24].Texture = texture[2].TexID; 00904 polygon[24].Vertex[0].u = 0.0; 00905 polygon[24].Vertex[0].v = 0.0; 00906 polygon[24].Vertex[1].u = 1.0; 00907 polygon[24].Vertex[1].v = 1.0; 00908 polygon[24].Vertex[2].u = 0.0; 00909 polygon[24].Vertex[2].v = 1.0; 00910 00911 polygon[25].Scale[0] = 2.0; 00912 polygon[25].Scale[1] = 1.0; 00913 polygon[25].Shift[0] = 0.0; 00914 polygon[25].Shift[1] = 0.0; 00915 polygon[25].Rotate = 0.0; 00916 polygon[25].Vertex[0] = vertex[12]; 00917 polygon[25].Vertex[1] = vertex[13]; 00918 polygon[25].Vertex[2] = vertex[29]; 00919 polygon[25].Texture = texture[2].TexID; 00920 polygon[25].Vertex[0].u = 0.0; 00921 polygon[25].Vertex[0].v = 0.0; 00922 polygon[25].Vertex[1].u = 1.0; 00923 polygon[25].Vertex[1].v = 0.0; 00924 polygon[25].Vertex[2].u = 1.0; 00925 polygon[25].Vertex[2].v = 1.0; 00926 00927 polygon[26].Scale[0] = 1.0; 00928 polygon[26].Scale[1] = 1.0; 00929 polygon[26].Shift[0] = 0.0; 00930 polygon[26].Shift[1] = 0.0; 00931 polygon[26].Rotate = 0.0; 00932 polygon[26].Vertex[0] = vertex[13]; 00933 polygon[26].Vertex[1] = vertex[30]; 00934 polygon[26].Vertex[2] = vertex[29]; 00935 polygon[26].Texture = texture[2].TexID; 00936 polygon[26].Vertex[0].u = 0.0; 00937 polygon[26].Vertex[0].v = 0.0; 00938 polygon[26].Vertex[1].u = 1.0; 00939 polygon[26].Vertex[1].v = 1.0; 00940 polygon[26].Vertex[2].u = 0.0; 00941 polygon[26].Vertex[2].v = 1.0; 00942 00943 polygon[27].Scale[0] = 1.0; 00944 polygon[27].Scale[1] = 1.0; 00945 polygon[27].Shift[0] = 0.0; 00946 polygon[27].Shift[1] = 0.0; 00947 polygon[27].Rotate = 0.0; 00948 polygon[27].Vertex[0] = vertex[13]; 00949 polygon[27].Vertex[1] = vertex[14]; 00950 polygon[27].Vertex[2] = vertex[30]; 00951 polygon[27].Texture = texture[2].TexID; 00952 polygon[27].Vertex[0].u = 0.0; 00953 polygon[27].Vertex[0].v = 0.0; 00954 polygon[27].Vertex[1].u = 1.0; 00955 polygon[27].Vertex[1].v = 0.0; 00956 polygon[27].Vertex[2].u = 1.0; 00957 polygon[27].Vertex[2].v = 1.0; 00958 00959 polygon[28].Scale[0] = 6.0; 00960 polygon[28].Scale[1] = 1.0; 00961 polygon[28].Shift[0] = 0.0; 00962 polygon[28].Shift[1] = 0.0; 00963 polygon[28].Rotate = 0.0; 00964 polygon[28].Vertex[0] = vertex[14]; 00965 polygon[28].Vertex[1] = vertex[31]; 00966 polygon[28].Vertex[2] = vertex[30]; 00967 polygon[28].Texture = texture[2].TexID; 00968 polygon[28].Vertex[0].u = 0.0; 00969 polygon[28].Vertex[0].v = 0.0; 00970 polygon[28].Vertex[1].u = 1.0; 00971 polygon[28].Vertex[1].v = 1.0; 00972 polygon[28].Vertex[2].u = 0.0; 00973 polygon[28].Vertex[2].v = 1.0; 00974 00975 polygon[29].Scale[0] = 6.0; 00976 polygon[29].Scale[1] = 1.0; 00977 polygon[29].Shift[0] = 0.0; 00978 polygon[29].Shift[1] = 0.0; 00979 polygon[29].Rotate = 0.0; 00980 polygon[29].Vertex[0] = vertex[14]; 00981 polygon[29].Vertex[1] = vertex[15]; 00982 polygon[29].Vertex[2] = vertex[31]; 00983 polygon[29].Texture = texture[2].TexID; 00984 polygon[29].Vertex[0].u = 0.0; 00985 polygon[29].Vertex[0].v = 0.0; 00986 polygon[29].Vertex[1].u = 1.0; 00987 polygon[29].Vertex[1].v = 0.0; 00988 polygon[29].Vertex[2].u = 1.0; 00989 polygon[29].Vertex[2].v = 1.0; 00990 00991 polygon[30].Scale[0] = 5.0; 00992 polygon[30].Scale[1] = 1.0; 00993 polygon[30].Shift[0] = 0.0; 00994 polygon[30].Shift[1] = 0.0; 00995 polygon[30].Rotate = 0.0; 00996 polygon[30].Vertex[0] = vertex[15]; 00997 polygon[30].Vertex[1] = vertex[16]; 00998 polygon[30].Vertex[2] = vertex[31]; 00999 polygon[30].Texture = texture[2].TexID; 01000 polygon[30].Vertex[0].u = 0.0; 01001 polygon[30].Vertex[0].v = 0.0; 01002 polygon[30].Vertex[1].u = 1.0; 01003 polygon[30].Vertex[1].v = 1.0; 01004 polygon[30].Vertex[2].u = 0.0; 01005 polygon[30].Vertex[2].v = 1.0; 01006 01007 polygon[31].Scale[0] = 5.0; 01008 polygon[31].Scale[1] = 1.0; 01009 polygon[31].Shift[0] = 0.0; 01010 polygon[31].Shift[1] = 0.0; 01011 polygon[31].Rotate = 0.0; 01012 polygon[31].Vertex[0] = vertex[15]; 01013 polygon[31].Vertex[1] = vertex[0]; 01014 polygon[31].Vertex[2] = vertex[16]; 01015 polygon[31].Texture = texture[2].TexID; 01016 polygon[31].Vertex[0].u = 0.0; 01017 polygon[31].Vertex[0].v = 0.0; 01018 polygon[31].Vertex[1].u = 1.0; 01019 polygon[31].Vertex[1].v = 0.0; 01020 polygon[31].Vertex[2].u = 1.0; 01021 polygon[31].Vertex[2].v = 1.0; 01022 01023 polygon[32].Scale[0] = 5.0; 01024 polygon[32].Scale[1] = 5.0; 01025 polygon[32].Shift[0] = 0.0; 01026 polygon[32].Shift[1] = 0.0; 01027 polygon[32].Rotate = 0.0; 01028 polygon[32].Vertex[0] = vertex[15]; 01029 polygon[32].Vertex[1] = vertex[1]; 01030 polygon[32].Vertex[2] = vertex[0]; 01031 polygon[32].Texture = texture[0].TexID; 01032 polygon[32].Vertex[0].u = 0.0; 01033 polygon[32].Vertex[0].v = 0.0; 01034 polygon[32].Vertex[1].u = 1.0; 01035 polygon[32].Vertex[1].v = 1.0; 01036 polygon[32].Vertex[2].u = 0.0; 01037 polygon[32].Vertex[2].v = 1.0; 01038 01039 polygon[33].Scale[0] = 5.0; 01040 polygon[33].Scale[1] = 5.0; 01041 polygon[33].Shift[0] = 0.0; 01042 polygon[33].Shift[1] = 0.0; 01043 polygon[33].Rotate = 0.0; 01044 polygon[33].Vertex[0] = vertex[15]; 01045 polygon[33].Vertex[1] = vertex[14]; 01046 polygon[33].Vertex[2] = vertex[1]; 01047 polygon[33].Texture = texture[0].TexID; 01048 polygon[33].Vertex[0].u = 0.0; 01049 polygon[33].Vertex[0].v = 0.0; 01050 polygon[33].Vertex[1].u = 1.0; 01051 polygon[33].Vertex[1].v = 0.0; 01052 polygon[33].Vertex[2].u = 1.0; 01053 polygon[33].Vertex[2].v = 1.0; 01054 01055 polygon[34].Scale[0] = 5.0; 01056 polygon[34].Scale[1] = 5.0; 01057 polygon[34].Shift[0] = 0.0; 01058 polygon[34].Shift[1] = 0.0; 01059 polygon[34].Rotate = 0.0; 01060 polygon[34].Vertex[0] = vertex[13]; 01061 polygon[34].Vertex[1] = vertex[3]; 01062 polygon[34].Vertex[2] = vertex[2]; 01063 polygon[34].Texture = texture[0].TexID; 01064 polygon[34].Vertex[0].u = 0.0; 01065 polygon[34].Vertex[0].v = 0.0; 01066 polygon[34].Vertex[1].u = 1.0; 01067 polygon[34].Vertex[1].v = 1.0; 01068 polygon[34].Vertex[2].u = 0.0; 01069 polygon[34].Vertex[2].v = 1.0; 01070 01071 polygon[35].Scale[0] = 5.0; 01072 polygon[35].Scale[1] = 5.0; 01073 polygon[35].Shift[0] = 0.0; 01074 polygon[35].Shift[1] = 0.0; 01075 polygon[35].Rotate = 0.0; 01076 polygon[35].Vertex[0] = vertex[13]; 01077 polygon[35].Vertex[1] = vertex[4]; 01078 polygon[35].Vertex[2] = vertex[3]; 01079 polygon[35].Texture = texture[0].TexID; 01080 polygon[35].Vertex[0].u = 0.0; 01081 polygon[35].Vertex[0].v = 0.0; 01082 polygon[35].Vertex[1].u = 1.0; 01083 polygon[35].Vertex[1].v = 0.0; 01084 polygon[35].Vertex[2].u = 1.0; 01085 polygon[35].Vertex[2].v = 1.0; 01086 01087 polygon[36].Scale[0] = 1.0; 01088 polygon[36].Scale[1] = 2.0; 01089 polygon[36].Shift[0] = 0.0; 01090 polygon[36].Shift[1] = 0.0; 01091 polygon[36].Rotate = 0.0; 01092 polygon[36].Vertex[0] = vertex[11]; 01093 polygon[36].Vertex[1] = vertex[5]; 01094 polygon[36].Vertex[2] = vertex[12]; 01095 polygon[36].Texture = texture[0].TexID; 01096 polygon[36].Vertex[0].u = 0.0; 01097 polygon[36].Vertex[0].v = 0.0; 01098 polygon[36].Vertex[1].u = 1.0; 01099 polygon[36].Vertex[1].v = 1.0; 01100 polygon[36].Vertex[2].u = 0.0; 01101 polygon[36].Vertex[2].v = 1.0; 01102 01103 polygon[37].Scale[0] = 1.0; 01104 polygon[37].Scale[1] = 2.0; 01105 polygon[37].Shift[0] = 0.0; 01106 polygon[37].Shift[1] = 0.0; 01107 polygon[37].Rotate = 0.0; 01108 polygon[37].Vertex[0] = vertex[11]; 01109 polygon[37].Vertex[1] = vertex[6]; 01110 polygon[37].Vertex[2] = vertex[5]; 01111 polygon[37].Texture = texture[0].TexID; 01112 polygon[37].Vertex[0].u = 0.0; 01113 polygon[37].Vertex[0].v = 0.0; 01114 polygon[37].Vertex[1].u = 1.0; 01115 polygon[37].Vertex[1].v = 0.0; 01116 polygon[37].Vertex[2].u = 1.0; 01117 polygon[37].Vertex[2].v = 1.0; 01118 01119 polygon[38].Scale[0] = 5.0; 01120 polygon[38].Scale[1] = 5.0; 01121 polygon[38].Shift[0] = 0.0; 01122 polygon[38].Shift[1] = 0.0; 01123 polygon[38].Rotate = 0.0; 01124 polygon[38].Vertex[0] = vertex[9]; 01125 polygon[38].Vertex[1] = vertex[7]; 01126 polygon[38].Vertex[2] = vertex[10]; 01127 polygon[38].Texture = texture[0].TexID; 01128 polygon[38].Vertex[0].u = 0.0; 01129 polygon[38].Vertex[0].v = 0.0; 01130 polygon[38].Vertex[1].u = 1.0; 01131 polygon[38].Vertex[1].v = 1.0; 01132 polygon[38].Vertex[2].u = 0.0; 01133 polygon[38].Vertex[2].v = 1.0; 01134 01135 polygon[39].Scale[0] = 5.0; 01136 polygon[39].Scale[1] = 5.0; 01137 polygon[39].Shift[0] = 0.0; 01138 polygon[39].Shift[1] = 0.0; 01139 polygon[39].Rotate = 0.0; 01140 polygon[39].Vertex[0] = vertex[9]; 01141 polygon[39].Vertex[1] = vertex[8]; 01142 polygon[39].Vertex[2] = vertex[7]; 01143 polygon[39].Texture = texture[0].TexID; 01144 polygon[39].Vertex[0].u = 0.0; 01145 polygon[39].Vertex[0].v = 0.0; 01146 polygon[39].Vertex[1].u = 1.0; 01147 polygon[39].Vertex[1].v = 0.0; 01148 polygon[39].Vertex[2].u = 1.0; 01149 polygon[39].Vertex[2].v = 1.0; 01150 01151 polygon[40].Scale[0] = 5.0; 01152 polygon[40].Scale[1] = 1.0; 01153 polygon[40].Shift[0] = 0.0; 01154 polygon[40].Shift[1] = 0.0; 01155 polygon[40].Rotate = 0.0; 01156 polygon[40].Vertex[0] = vertex[18]; 01157 polygon[40].Vertex[1] = vertex[16]; 01158 polygon[40].Vertex[2] = vertex[17]; 01159 polygon[40].Texture = texture[1].TexID; 01160 polygon[40].Vertex[0].u = 0.0; 01161 polygon[40].Vertex[0].v = 0.0; 01162 polygon[40].Vertex[1].u = 1.0; 01163 polygon[40].Vertex[1].v = 1.0; 01164 polygon[40].Vertex[2].u = 0.0; 01165 polygon[40].Vertex[2].v = 1.0; 01166 01167 polygon[41].Scale[0] = 5.0; 01168 polygon[41].Scale[1] = 1.0; 01169 polygon[41].Shift[0] = 0.0; 01170 polygon[41].Shift[1] = 0.0; 01171 polygon[41].Rotate = 0.0; 01172 polygon[41].Vertex[0] = vertex[18]; 01173 polygon[41].Vertex[1] = vertex[34]; 01174 polygon[41].Vertex[2] = vertex[16]; 01175 polygon[41].Texture = texture[1].TexID; 01176 polygon[41].Vertex[0].u = 0.0; 01177 polygon[41].Vertex[0].v = 0.0; 01178 polygon[41].Vertex[1].u = 1.0; 01179 polygon[41].Vertex[1].v = 0.0; 01180 polygon[41].Vertex[2].u = 1.0; 01181 polygon[41].Vertex[2].v = 1.0; 01182 01183 polygon[42].Scale[0] = 3.0; 01184 polygon[42].Scale[1] = 2.0; 01185 polygon[42].Shift[0] = 0.0; 01186 polygon[42].Shift[1] = 0.0; 01187 polygon[42].Rotate = 0.0; 01188 polygon[42].Vertex[0] = vertex[36]; 01189 polygon[42].Vertex[1] = vertex[18]; 01190 polygon[42].Vertex[2] = vertex[19]; 01191 polygon[42].Texture = texture[3].TexID; 01192 polygon[42].Vertex[0].u = 0.0; 01193 polygon[42].Vertex[0].v = 0.0; 01194 polygon[42].Vertex[1].u = 1.0; 01195 polygon[42].Vertex[1].v = 1.0; 01196 polygon[42].Vertex[2].u = 0.0; 01197 polygon[42].Vertex[2].v = 1.0; 01198 01199 polygon[43].Scale[0] = 3.0; 01200 polygon[43].Scale[1] = 2.0; 01201 polygon[43].Shift[0] = 0.0; 01202 polygon[43].Shift[1] = 0.0; 01203 polygon[43].Rotate = 0.0; 01204 polygon[43].Vertex[0] = vertex[36]; 01205 polygon[43].Vertex[1] = vertex[35]; 01206 polygon[43].Vertex[2] = vertex[18]; 01207 polygon[43].Texture = texture[3].TexID; 01208 polygon[43].Vertex[0].u = 0.0; 01209 polygon[43].Vertex[0].v = 0.0; 01210 polygon[43].Vertex[1].u = 1.0; 01211 polygon[43].Vertex[1].v = 0.0; 01212 polygon[43].Vertex[2].u = 1.0; 01213 polygon[43].Vertex[2].v = 1.0; 01214 01215 polygon[44].Scale[0] = 1.0; 01216 polygon[44].Scale[1] = 2.0; 01217 polygon[44].Shift[0] = 0.0; 01218 polygon[44].Shift[1] = 0.0; 01219 polygon[44].Rotate = 0.0; 01220 polygon[44].Vertex[0] = vertex[22]; 01221 polygon[44].Vertex[1] = vertex[28]; 01222 polygon[44].Vertex[2] = vertex[21]; 01223 polygon[44].Texture = texture[1].TexID; 01224 polygon[44].Vertex[0].u = 0.0; 01225 polygon[44].Vertex[0].v = 0.0; 01226 polygon[44].Vertex[1].u = 1.0; 01227 polygon[44].Vertex[1].v = 1.0; 01228 polygon[44].Vertex[2].u = 0.0; 01229 polygon[44].Vertex[2].v = 1.0; 01230 01231 polygon[45].Scale[0] = 1.0; 01232 polygon[45].Scale[1] = 2.0; 01233 polygon[45].Shift[0] = 0.0; 01234 polygon[45].Shift[1] = 0.0; 01235 polygon[45].Rotate = 0.0; 01236 polygon[45].Vertex[0] = vertex[22]; 01237 polygon[45].Vertex[1] = vertex[27]; 01238 polygon[45].Vertex[2] = vertex[28]; 01239 polygon[45].Texture = texture[1].TexID; 01240 polygon[45].Vertex[0].u = 0.0; 01241 polygon[45].Vertex[0].v = 0.0; 01242 polygon[45].Vertex[1].u = 1.0; 01243 polygon[45].Vertex[1].v = 0.0; 01244 polygon[45].Vertex[2].u = 1.0; 01245 polygon[45].Vertex[2].v = 1.0; 01246 01247 polygon[46].Scale[0] = 5.0; 01248 polygon[46].Scale[1] = 5.0; 01249 polygon[46].Shift[0] = 0.0; 01250 polygon[46].Shift[1] = 0.0; 01251 polygon[46].Rotate = 0.0; 01252 polygon[46].Vertex[0] = vertex[24]; 01253 polygon[46].Vertex[1] = vertex[26]; 01254 polygon[46].Vertex[2] = vertex[23]; 01255 polygon[46].Texture = texture[1].TexID; 01256 polygon[46].Vertex[0].u = 0.0; 01257 polygon[46].Vertex[0].v = 0.0; 01258 polygon[46].Vertex[1].u = 1.0; 01259 polygon[46].Vertex[1].v = 1.0; 01260 polygon[46].Vertex[2].u = 0.0; 01261 polygon[46].Vertex[2].v = 1.0; 01262 01263 polygon[47].Scale[0] = 5.0; 01264 polygon[47].Scale[1] = 5.0; 01265 polygon[47].Shift[0] = 0.0; 01266 polygon[47].Shift[1] = 0.0; 01267 polygon[47].Rotate = 0.0; 01268 polygon[47].Vertex[0] = vertex[24]; 01269 polygon[47].Vertex[1] = vertex[25]; 01270 polygon[47].Vertex[2] = vertex[26]; 01271 polygon[47].Texture = texture[1].TexID; 01272 polygon[47].Vertex[0].u = 0.0; 01273 polygon[47].Vertex[0].v = 0.0; 01274 polygon[47].Vertex[1].u = 1.0; 01275 polygon[47].Vertex[1].v = 0.0; 01276 polygon[47].Vertex[2].u = 1.0; 01277 polygon[47].Vertex[2].v = 1.0; 01278 01279 polygon[48].Scale[0] = 3.0; 01280 polygon[48].Scale[1] = 2.0; 01281 polygon[48].Shift[0] = 0.0; 01282 polygon[48].Shift[1] = 0.0; 01283 polygon[48].Rotate = 0.0; 01284 polygon[48].Vertex[0] = vertex[20]; 01285 polygon[48].Vertex[1] = vertex[35]; 01286 polygon[48].Vertex[2] = vertex[36]; 01287 polygon[48].Texture = texture[3].TexID; 01288 polygon[48].Vertex[0].u = 0.0; 01289 polygon[48].Vertex[0].v = 0.0; 01290 polygon[48].Vertex[1].u = 1.0; 01291 polygon[48].Vertex[1].v = 1.0; 01292 polygon[48].Vertex[2].u = 0.0; 01293 polygon[48].Vertex[2].v = 1.0; 01294 01295 polygon[49].Scale[0] = 3.0; 01296 polygon[49].Scale[1] = 2.0; 01297 polygon[49].Shift[0] = 0.0; 01298 polygon[49].Shift[1] = 0.0; 01299 polygon[49].Rotate = 0.0; 01300 polygon[49].Vertex[0] = vertex[20]; 01301 polygon[49].Vertex[1] = vertex[29]; 01302 polygon[49].Vertex[2] = vertex[35]; 01303 polygon[49].Texture = texture[3].TexID; 01304 polygon[49].Vertex[0].u = 0.0; 01305 polygon[49].Vertex[0].v = 0.0; 01306 polygon[49].Vertex[1].u = 1.0; 01307 polygon[49].Vertex[1].v = 0.0; 01308 polygon[49].Vertex[2].u = 1.0; 01309 polygon[49].Vertex[2].v = 1.0; 01310 01311 polygon[50].Scale[0] = 5.0; 01312 polygon[50].Scale[1] = 5.0; 01313 polygon[50].Shift[0] = 0.0; 01314 polygon[50].Shift[1] = 0.0; 01315 polygon[50].Rotate = 0.0; 01316 polygon[50].Vertex[0] = vertex[30]; 01317 polygon[50].Vertex[1] = vertex[32]; 01318 polygon[50].Vertex[2] = vertex[29]; 01319 polygon[50].Texture = texture[1].TexID; 01320 polygon[50].Vertex[0].u = 0.0; 01321 polygon[50].Vertex[0].v = 0.0; 01322 polygon[50].Vertex[1].u = 1.0; 01323 polygon[50].Vertex[1].v = 1.0; 01324 polygon[50].Vertex[2].u = 0.0; 01325 polygon[50].Vertex[2].v = 1.0; 01326 01327 polygon[51].Scale[0] = 5.0; 01328 polygon[51].Scale[1] = 5.0; 01329 polygon[51].Shift[0] = 0.0; 01330 polygon[51].Shift[1] = 0.0; 01331 polygon[51].Rotate = 0.0; 01332 polygon[51].Vertex[0] = vertex[30]; 01333 polygon[51].Vertex[1] = vertex[31]; 01334 polygon[51].Vertex[2] = vertex[32]; 01335 polygon[51].Texture = texture[1].TexID; 01336 polygon[51].Vertex[0].u = 0.0; 01337 polygon[51].Vertex[0].v = 0.0; 01338 polygon[51].Vertex[1].u = 1.0; 01339 polygon[51].Vertex[1].v = 0.0; 01340 polygon[51].Vertex[2].u = 1.0; 01341 polygon[51].Vertex[2].v = 1.0; 01342 01343 polygon[52].Scale[0] = 3.0; 01344 polygon[52].Scale[1] = 2.0; 01345 polygon[52].Shift[0] = 0.0; 01346 polygon[52].Shift[1] = 0.0; 01347 polygon[52].Rotate = 0.0; 01348 polygon[52].Vertex[0] = vertex[29]; 01349 polygon[52].Vertex[1] = vertex[33]; 01350 polygon[52].Vertex[2] = vertex[35]; 01351 polygon[52].Texture = texture[3].TexID; 01352 polygon[52].Vertex[0].u = 0.0; 01353 polygon[52].Vertex[0].v = 0.0; 01354 polygon[52].Vertex[1].u = 1.0; 01355 polygon[52].Vertex[1].v = 1.0; 01356 polygon[52].Vertex[2].u = 0.0; 01357 polygon[52].Vertex[2].v = 1.0; 01358 01359 polygon[53].Scale[0] = 3.0; 01360 polygon[53].Scale[1] = 2.0; 01361 polygon[53].Shift[0] = 0.0; 01362 polygon[53].Shift[1] = 0.0; 01363 polygon[53].Rotate = 0.0; 01364 polygon[53].Vertex[0] = vertex[29]; 01365 polygon[53].Vertex[1] = vertex[32]; 01366 polygon[53].Vertex[2] = vertex[33]; 01367 polygon[53].Texture = texture[3].TexID; 01368 polygon[53].Vertex[0].u = 0.0; 01369 polygon[53].Vertex[0].v = 0.0; 01370 polygon[53].Vertex[1].u = 1.0; 01371 polygon[53].Vertex[1].v = 0.0; 01372 polygon[53].Vertex[2].u = 1.0; 01373 polygon[53].Vertex[2].v = 1.0; 01374 01375 polygon[54].Scale[0] = 3.0; 01376 polygon[54].Scale[1] = 2.0; 01377 polygon[54].Shift[0] = 0.0; 01378 polygon[54].Shift[1] = 0.0; 01379 polygon[54].Rotate = 0.0; 01380 polygon[54].Vertex[0] = vertex[35]; 01381 polygon[54].Vertex[1] = vertex[34]; 01382 polygon[54].Vertex[2] = vertex[18]; 01383 polygon[54].Texture = texture[3].TexID; 01384 polygon[54].Vertex[0].u = 0.0; 01385 polygon[54].Vertex[0].v = 0.0; 01386 polygon[54].Vertex[1].u = 1.0; 01387 polygon[54].Vertex[1].v = 1.0; 01388 polygon[54].Vertex[2].u = 0.0; 01389 polygon[54].Vertex[2].v = 1.0; 01390 01391 polygon[55].Scale[0] = 3.0; 01392 polygon[55].Scale[1] = 2.0; 01393 polygon[55].Shift[0] = 0.0; 01394 polygon[55].Shift[1] = 0.0; 01395 polygon[55].Rotate = 0.0; 01396 polygon[55].Vertex[0] = vertex[35]; 01397 polygon[55].Vertex[1] = vertex[33]; 01398 polygon[55].Vertex[2] = vertex[34]; 01399 polygon[55].Texture = texture[3].TexID; 01400 polygon[55].Vertex[0].u = 0.0; 01401 polygon[55].Vertex[0].v = 0.0; 01402 polygon[55].Vertex[1].u = 1.0; 01403 polygon[55].Vertex[1].v = 0.0; 01404 polygon[55].Vertex[2].u = 1.0; 01405 polygon[55].Vertex[2].v = 1.0; 01406 01407 polygon[56].Scale[0] = 4.0; 01408 polygon[56].Scale[1] = 3.0; 01409 polygon[56].Shift[0] = 0.0; 01410 polygon[56].Shift[1] = 0.0; 01411 polygon[56].Rotate = 0.0; 01412 polygon[56].Vertex[0] = vertex[32]; 01413 polygon[56].Vertex[1] = vertex[34]; 01414 polygon[56].Vertex[2] = vertex[33]; 01415 polygon[56].Texture = texture[2].TexID; 01416 polygon[56].Vertex[0].u = 0.0; 01417 polygon[56].Vertex[0].v = 0.0; 01418 polygon[56].Vertex[1].u = 1.0; 01419 polygon[56].Vertex[1].v = 0.0; 01420 polygon[56].Vertex[2].u = 0.5; 01421 polygon[56].Vertex[2].v = 0.5; 01422 01423 polygon[57].Scale[0] = 4.0; 01424 polygon[57].Scale[1] = 3.0; 01425 polygon[57].Shift[0] = 0.0; 01426 polygon[57].Shift[1] = 0.0; 01427 polygon[57].Rotate = 0; 01428 polygon[57].Vertex[0] = vertex[19]; 01429 polygon[57].Vertex[1] = vertex[20]; 01430 polygon[57].Vertex[2] = vertex[36]; 01431 polygon[57].Texture = texture[2].TexID; 01432 polygon[57].Vertex[0].u = 0.0; 01433 polygon[57].Vertex[0].v = 0.0; 01434 polygon[57].Vertex[1].u = 1.0; 01435 polygon[57].Vertex[1].v = 0.0; 01436 polygon[57].Vertex[2].u = 0.5; 01437 polygon[57].Vertex[2].v = 0.5; 01438 01439 for (int loop = 0; loop < numPolygons; loop++) 01440 polygon[loop].SetNormal(); 01441 } |
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Definition at line 324 of file general.cpp. References AddSpline(), LoadSplines(), numSplines, SplineFileName, and SplineList. Referenced by InitGL().
00325 { 00326 srand((unsigned)time(NULL)); 00327 //Create a new spline 00328 for (int loop = 0; loop < numSplines; loop++) 00329 { 00330 AddSpline(loop, SplineList); 00331 } 00332 //Load splines from data file 00333 LoadSplines(SplineFileName, SplineList); 00334 } |
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Definition at line 75 of file general.cpp. References PLANE::Distance, PLANE::nx, PLANE::ny, PLANE::nz, VECTOR::x, VECTOR::y, and VECTOR::z.
00076 { 00077 int p; 00078 int c = 0; 00079 float d; 00080 00081 for( p = 0; p < 6; p++ ) 00082 { 00083 d = frustum[p].nx * point.x + frustum[p].ny * point.y + frustum[p].nz * point.z + frustum[p].Distance; 00084 if( d <= -radius ) 00085 return 0; 00086 if( d > radius ) 00087 c++; 00088 } 00089 return (c == 6) ? 2 : 1; 00090 } |
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Definition at line 17 of file general.cpp. |
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Definition at line 18 of file general.cpp. Referenced by DrawFire(). |
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Definition at line 33 of file general.cpp. Referenced by DrawGLScene(). |
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Definition at line 20 of file general.cpp. |
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Definition at line 28 of file general.cpp. Referenced by LoadSplines(). |
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Definition at line 25 of file general.cpp. |
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Definition at line 21 of file general.cpp. Referenced by DrawMyText(), and GetTimePassed(). |
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Definition at line 31 of file general.cpp. |
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Definition at line 24 of file general.cpp. |
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Definition at line 27 of file general.cpp. Referenced by LoadSplines(). |
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Definition at line 22 of file general.cpp. Referenced by GetTimePassed(), and WinMain(). |
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Definition at line 23 of file general.cpp. |
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Definition at line 16 of file general.cpp. Referenced by SetGLCamera(), and WinMain(). |
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Definition at line 34 of file general.cpp. |
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Definition at line 35 of file general.cpp. Referenced by DrawGLScene(). |
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Definition at line 19 of file general.cpp. Referenced by DrawGLScene(), SetGLLighting(), and WinMain(). |
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Definition at line 15 of file general.cpp. Referenced by InitGL(), and SetGLWorld(). |
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Definition at line 26 of file general.cpp. Referenced by LoadSplines(), SetSplines(), and WndProc(). |
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Definition at line 32 of file general.cpp. Referenced by WinMain(). |
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Definition at line 29 of file general.cpp. |
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Definition at line 30 of file general.cpp. Referenced by LoadSplines(), and SetSplines(). |