/* Main rendering loop */ void gl_render() { vector_t tmp; gl_3d(); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); cl_viewangles(tmp); v_invert(tmp); glRotatef(tmp[PITCH], 1, 0, 0); glRotatef(tmp[YAW], 0, 1, 0); glRotatef(tmp[ROLL], 0, 0, 1); cl_origin(tmp); v_invert(tmp); glTranslatef(tmp[X], tmp[Y], tmp[Z]); cl_render(); /* Render 2d stuff (hud/console etc.) */ gl_2d(); blend_render(); hud_render(); /* w00t */ SDL_GL_SwapBuffers(); }
Any AffineTransform_invert (I) { iam (AffineTransform); AffineTransform thee = (AffineTransform) my v_invert (); return thee; }