Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
37 lines
1000 B
C++
37 lines
1000 B
C++
#ifndef pxpl5tri_h
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#define pxpl5tri_h
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/*
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SIGGRAPH restrictions - only the following are supported
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//
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// _tri_zb_rgb
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// _tri_zb_d_s
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// _tri_zb_f
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// _tri_zb_rgb_t
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// _tri_zb_f_t
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// _tri_zb_d_s_t
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//
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*/
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#include "..\dpltypes.h"
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/*
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typedef float* (*vpx_geometry_function)(float*,float,int,dpl_CONNECTION*,int );
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its easier to read the source if i just make the pointers ints! i apologize
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to any members of the cleanliness police
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*/
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typedef int (*vpx_geometry_function)(int,float,int,dpl_CONNECTION*,int );
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typedef void (*vpx_totalgeom_function)( int**,float,int,dpl_CONNECTION*,int,int );
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extern float *tri_zb_f ( int**,float,int,dpl_CONNECTION*,int,int );
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extern float *tri_zb_rgb ( int**,float,int,dpl_CONNECTION*,int,int );
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extern float *tri_zb_f_t ( int**,float,int,dpl_CONNECTION*,int,int );
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extern float *tri_zb_rgb_t ( int**,float,int,dpl_CONNECTION*,int,int );
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extern float *tri_zb_rgb_o_t ( int**,float,int,dpl_CONNECTION*,int,int );
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#endif
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