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Diffstat (limited to 'sdl/glframe.c')
-rw-r--r--sdl/glframe.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/sdl/glframe.c b/sdl/glframe.c
index 668f8de..a86a393 100644
--- a/sdl/glframe.c
+++ b/sdl/glframe.c
@@ -10,7 +10,7 @@
#include "glframe.h"
#include "math3d.h"
-void reset_glframe(GLFrame *frame)
+void glframe_reset(GLFrame *frame)
{
frame->v_location[0] = 0.0f;
frame->v_location[1] = 0.0f;
@@ -26,7 +26,7 @@ void reset_glframe(GLFrame *frame)
}
/* get a 4x4 transformation matrix that describes the ccamera orientation */
-void get_camera_orientation(GLFrame *frame, M3DMatrix44f m)
+void glframe_get_camera_orientation(GLFrame *frame, M3DMatrix44f m)
{
M3DVector3f x, z;
@@ -61,13 +61,13 @@ void get_camera_orientation(GLFrame *frame, M3DMatrix44f m)
/* perform viewing or modeling transformations */
/* some of the code is unimplemented */
-void apply_camera_transform(GLFrame *frame)
+void glframe_apply_camera_transform(GLFrame *frame)
{
/* XXX: rotation only, should passed in as a parameter */
int rot_only = 0;
M3DMatrix44f m;
- get_camera_orientation(frame, m);
+ glframe_get_camera_orientation(frame, m);
glMultMatrixf(m);
/* if Rotation only, then do not do the translation */
@@ -83,7 +83,7 @@ void apply_camera_transform(GLFrame *frame)
#endif
}
-void move_forward(GLFrame *frame, float delta)
+void glframe_move_forward(GLFrame *frame, float delta)
{
// Move along direction of front direction
frame->v_location[0] += frame->v_forward[0] * delta;
@@ -91,7 +91,7 @@ void move_forward(GLFrame *frame, float delta)
frame->v_location[2] += frame->v_forward[2] * delta;
}
-void rotate_local_y(GLFrame *frame, float angle)
+void glframe_rotate_local_y(GLFrame *frame, float angle)
{
M3DMatrix44f rotMat;