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