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Diffstat (limited to 'kmscube/esTransform.h')
-rw-r--r--kmscube/esTransform.h18
1 files changed, 9 insertions, 9 deletions
diff --git a/kmscube/esTransform.h b/kmscube/esTransform.h
index c0383ab..f89e7b4 100644
--- a/kmscube/esTransform.h
+++ b/kmscube/esTransform.h
@@ -52,7 +52,7 @@ extern "C" {
typedef struct
{
- GLfloat m[4][4];
+ GLfloat m[4][4];
} ESMatrix;
//
@@ -60,14 +60,14 @@ typedef struct
/// \param result Specifies the input matrix. Scaled matrix is returned in result.
/// \param sx, sy, sz Scale factors along the x, y and z axes respectively
//
-void esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz);
+void esScale(ESMatrix* result, GLfloat sx, GLfloat sy, GLfloat sz);
//
/// \brief multiply matrix specified by result with a translation matrix and return new matrix in result
/// \param result Specifies the input matrix. Translated matrix is returned in result.
/// \param tx, ty, tz Scale factors along the x, y and z axes respectively
//
-void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz);
+void esTranslate(ESMatrix* result, GLfloat tx, GLfloat ty, GLfloat tz);
//
/// \brief multiply matrix specified by result with a rotation matrix and return new matrix in result
@@ -75,7 +75,7 @@ void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz);
/// \param angle Specifies the angle of rotation, in degrees.
/// \param x, y, z Specify the x, y and z coordinates of a vector, respectively
//
-void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
+void esRotate(ESMatrix* result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
//
// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
@@ -84,7 +84,7 @@ void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
/// \param bottom, top Coordinates for the bottom and top horizontal clipping planes
/// \param nearZ, farZ Distances to the near and far depth clipping planes. Both distances must be positive.
//
-void esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ);
+void esFrustum(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ);
//
/// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
@@ -94,7 +94,7 @@ void esFrustum(ESMatrix *result, float left, float right, float bottom, float to
/// \param nearZ Near plane distance
/// \param farZ Far plane distance
//
-void esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ);
+void esPerspective(ESMatrix* result, float fovy, float aspect, float nearZ, float farZ);
//
/// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
@@ -103,20 +103,20 @@ void esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, floa
/// \param bottom, top Coordinates for the bottom and top horizontal clipping planes
/// \param nearZ, farZ Distances to the near and far depth clipping planes. These values are negative if plane is behind the viewer
//
-void esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ);
+void esOrtho(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ);
//
/// \brief perform the following operation - result matrix = srcA matrix * srcB matrix
/// \param result Returns multiplied matrix
/// \param srcA, srcB Input matrices to be multiplied
//
-void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB);
+void esMatrixMultiply(ESMatrix* result, ESMatrix* srcA, ESMatrix* srcB);
//
//// \brief return an indentity matrix
//// \param result returns identity matrix
//
-void esMatrixLoadIdentity(ESMatrix *result);
+void esMatrixLoadIdentity(ESMatrix* result);
#ifdef __cplusplus
}