Descent3/renderer/HardwareGlobalVars.cpp

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#include "RendererConfig.h"
#ifndef USE_SOFTWARE_TNL
#include "3d.h"
#include "HardwareInternal.h"
#include <float.h>
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vector View_position;
float View_zoom;
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float Far_clip_z = FLT_MAX; // set to a really really far distance initially
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ubyte Clip_custom = 0;
float Clip_plane_distance = 0;
vector Clip_plane;
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matrix Unscaled_matrix; // before scaling
matrix View_matrix;
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vector Matrix_scale; // how the matrix is scaled, window_scale * zoom
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int Window_width; // the actual width
int Window_height; // the actual height
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float Window_w2; // width/2
float Window_h2; // height/2
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float gTransformViewPort[4][4];
float gTransformProjection[4][4];
float gTransformModelView[4][4];
float gTransformFull[4][4];
#endif