Serious-Engine/Sources/Engine/Math/Projection.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

44 lines
1.4 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Math/Projection.h>
/////////////////////////////////////////////////////////////////////
// CProjection3D
/////////////////////////////////////////////////////////////////////
// Construction / destruction
/*
* Default constructor.
*/
CProjection3D::CProjection3D(void) {
pr_Prepared = FALSE;
pr_ObjectStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
pr_bFaceForward = FALSE;
pr_bHalfFaceForward = FALSE;
pr_vObjectHandle = FLOAT3D(0.0f, 0.0f, 0.0f);
pr_fDepthBufferNear = 0.0f;
pr_fDepthBufferFar = 1.0f;
pr_NearClipDistance = 0.25f;
pr_FarClipDistance = -9999.0f; // never used by default
pr_bMirror = FALSE;
pr_bWarp = FALSE;
pr_fViewStretch = 1.0f;
}
CPlacement3D _plOrigin(FLOAT3D(0,0,0), ANGLE3D(0,0,0));