Beispiel #1
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void RE_engine_get_camera_model_matrix(struct RenderEngine *engine, struct Object *camera, int use_spherical_stereo, float *r_modelmat) {STUB_ASSERT(0);}
Beispiel #2
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int RE_engine_get_spherical_stereo(struct RenderEngine *engine, struct Object *camera) RET_ZERO
void RE_SetActiveRenderView(struct Render *re, const char *viewname) {STUB_ASSERT(0);}
Beispiel #3
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void RE_texture_rng_exit() RET_NONE

bool RE_layers_have_name(struct RenderResult *result) {STUB_ASSERT(0); return 0;}
Beispiel #4
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const char *RE_engine_active_view_get(struct RenderEngine *engine) RET_NULL
void RE_engine_active_view_set(struct RenderEngine *engine, const char *viewname) {STUB_ASSERT(0);}
Beispiel #5
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float RE_engine_get_camera_shift_x(struct RenderEngine *engine, struct Object *camera) RET_ZERO
void RE_SetActiveRenderView(struct Render *re, const char *viewname) {STUB_ASSERT(0);}
Beispiel #6
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void RE_engine_get_camera_model_matrix(struct RenderEngine *engine, struct Object *camera, float *r_modelmat) {STUB_ASSERT(0);}
Beispiel #7
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bool RE_layers_have_name(struct RenderResult *result) {STUB_ASSERT(0); return 0;}
Beispiel #8
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float *RE_RenderViewGetRectz(struct RenderResult *rr, int view_id) {STUB_ASSERT(0); return (float *) NULL;}
Beispiel #9
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void RE_exit_texture_rng() RET_NONE

float *RE_RenderViewGetRectf(struct RenderResult *rr, int view_id) {STUB_ASSERT(0); return (float *) NULL;}