45 std::vector<ClipVertex> &output_vertices,
46 std::vector<Triangle> &output_triangles);
71 std::vector<ClipVertex> &output_vertices,
72 std::vector<Triangle> &output_triangles);
glm::vec2 Vec2
2-component floating-point vector (xy).
glm::vec3 Vec3
3-component floating-point vector (xyz).
int clip_triangle_view_plane(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &n0, const Vec3 &n1, const Vec3 &n2, const Color &c0, const Color &c1, const Color &c2, const Vec2 &uv0, const Vec2 &uv1, const Vec2 &uv2, const ClipPlane &plane, std::vector< ClipVertex > &output_vertices, std::vector< Triangle > &output_triangles)
Clip a triangle against an arbitrary plane in view space.
int clip_triangle_near_plane(const ClipVertex &v0, const ClipVertex &v1, const ClipVertex &v2, std::vector< ClipVertex > &output_vertices, std::vector< Triangle > &output_triangles)
Clip a triangle against the near clipping plane in clip space.
glm::vec4 Vec4
4-component floating-point vector (xyzw).
A clipping plane that can hide parts of the scene.
A processed vertex in clip space, ready for perspective divide.
Vec2 uv
Texture coordinates.
Vec3 normal
Vertex normal (in view space).
Vec4 position
Homogeneous clip-space position (before divide by w).
An RGBA color with floating-point components.
Fundamental types used throughout the scimesh rendering engine.