medfall

A super great game engine
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commit 6e43cad1ee84b011d312f3f9942324531f60a0ad
parent 259aacee40539d110a8484c17336f2e29c8990e5
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Thu May 18 03:36:45 +0300

Formatting

Diffstat:
immediate.h | 18+++++-------------
1 file changed, 5 insertions(+), 13 deletions(-)
diff --git a/immediate.h b/immediate.h @@ -20,21 +20,13 @@ struct ImmediateContext { u32 max_triangles; }; -void immediate_init( ImmediateContext * ctx, - ImmediateTriangle * memory, u32 max_triangles ); +void immediate_init( ImmediateContext * ctx, ImmediateTriangle * memory, u32 max_triangles ); void immediate_triangle( ImmediateContext * ctx, v3 p1, v3 p2, v3 p3, v4 colour ); -void immediate_triangle( ImmediateContext * ctx, - ImmediateVertex v1, ImmediateVertex v2, ImmediateVertex v3 ); - -void immediate_sphere( ImmediateContext * ctx, - v3 centre, float radius, v4 colour, u32 subdivisions = 16 ); - -void immediate_aabb( ImmediateContext * ctx, - v3 mins, v3 maxs, v4 colour ); - -void immediate_arrow( ImmediateContext * ctx, v3 origin, v3 direction, - float length, v4 colour ); +void immediate_triangle( ImmediateContext * ctx, ImmediateVertex v1, ImmediateVertex v2, ImmediateVertex v3 ); +void immediate_sphere( ImmediateContext * ctx, v3 centre, float radius, v4 colour, u32 subdivisions = 16 ); +void immediate_aabb( ImmediateContext * ctx, v3 mins, v3 maxs, v4 colour ); +void immediate_arrow( ImmediateContext * ctx, v3 origin, v3 direction, float length, v4 colour ); void immediate_render( const ImmediateContext * ctx, Shader shader, Texture texture = 0 ); void immediate_render( const ImmediateContext * ctx, const RenderState & render_state );