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SetPosition, part 1
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@ -58,7 +58,7 @@ CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, flo
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}
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float
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CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
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CPointLights::GenerateLightsAffectingObject(Const CVector *objCoors)
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{
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int i;
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float ret;
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@ -39,7 +39,7 @@ public:
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static void InitPerFrame(void);
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static void AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows);
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static float GenerateLightsAffectingObject(CVector *objCoors);
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static float GenerateLightsAffectingObject(Const CVector *objCoors);
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static void RemoveLightsAffectingObject(void);
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static void RenderFogEffect(void);
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};
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@ -214,7 +214,7 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
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}
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void
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CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
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CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn,
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float fFrontX, float fFrontY, float fSideX, float fSideY,
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int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
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float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
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@ -143,7 +143,7 @@ public:
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static void Init (void);
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static void Shutdown (void);
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static void AddPermanentShadow ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
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static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
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static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
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static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
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static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale);
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static void StoreShadowForCar (CAutomobile *pCar);
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