removed dependency on plib, updated installer, fixed warnings

This commit is contained in:
Chris Danford
2003-01-08 04:16:39 +00:00
parent 5462cb2f6e
commit 7d1c2ea22e
10 changed files with 87 additions and 38 deletions
+20 -13
View File
@@ -536,12 +536,12 @@ void RageDisplay::EnterPerspective(float fov, bool preserve_loc)
/* Pull out the 2d rotations and scales. */
{
sgMat4 mat;
sgMakeIdentMat4(mat);
mat[0][0] = matTop.m[0][0];
mat[0][1] = matTop.m[0][1];
mat[1][0] = matTop.m[1][0];
mat[1][1] = matTop.m[1][1];
RageMatrix mat;
RageMatrixIdentity(&mat);
mat.m[0][0] = matTop.m[0][0];
mat.m[0][1] = matTop.m[0][1];
mat.m[1][0] = matTop.m[1][0];
mat.m[1][1] = matTop.m[1][1];
glMultMatrixf((float *) mat);
}
@@ -586,55 +586,62 @@ void RageDisplay::LookAt(const RageVector3 &Eye, const RageVector3 &At, const Ra
glGetFloatv( GL_MODELVIEW_MATRIX, (float*)view ); /* cheesy :) */
glPopMatrix();
sgPostMultMat4( GetTopModelMatrix().m, view.m );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &view, &matTop );
}
void RageDisplay::Translate( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::TranslateLocal( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
sgPostMultMat4( matTop.m, matTemp.m );
RageMatrixMultiply( &matTop, &matTop, &matTemp );
}
void RageDisplay::Scale( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixScaling( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::RotateX( float r )
{
RageMatrix matTemp;
RageMatrixRotationX( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::RotateY( float r )
{
RageMatrix matTemp;
RageMatrixRotationY( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::RotateZ( float r )
{
RageMatrix matTemp;
RageMatrixRotationZ( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
sgPreMultMat4( matTop.m, matTemp.m );
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::SetTexture( RageTexture* pTexture )