/* ** R_CullLocalPointAndRadius */ int R_CullLocalPointAndRadius( vec3_t pt, float radius ) { vec3_t transformed; R_LocalPointToWorld( pt, transformed ); return R_CullPointAndRadius( transformed, radius ); }
int R_CullLocalPointAndRadius( vector3 *pt, float radius ) { vector3 transformed; R_LocalPointToWorld( pt, &transformed ); return R_CullPointAndRadius( &transformed, radius ); }
/* ** R_CullLocalPointAndRadius */ int R_CullLocalPointAndRadius( vec3_t pt, float radius ) { vec3_t transformed; /* Ghoul2 Insert Start */ vec3_t zero = {0.0f,0.0f,0.0f}; // if we didn't get a local origin, make it all 0's if (!pt) { pt = zero; } /* Ghoul2 Insert End */ R_LocalPointToWorld( pt, transformed ); return R_CullPointAndRadius( transformed, radius ); }