out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
}
-/*
-void GL_TransformToScreenTexCoords(int numverts, const float *in3f, float *out2f, float scalex, float scaley, float basex, float basey)
-{
- int i;
- vec4_t in, temp;
- float iw;
- matrix4x4_t mat;
- in[3] = 1;
- Matrix4x4_Concat(&mat, &backend_projectmatrix, &backend_viewmatrix);
- for (i = 0;i < numverts;i++)
- {
- VectorCopy(in3f + i * 3, in);
- Matrix4x4_Transform4 (&mat, in, temp);
- iw = 1.0f / temp[3];
- out2f[i*2+0] = (temp[0] * iw) * scalex + basex;
- out2f[i*2+1] = (temp[1] * iw) * scaley + basey;
- }
-}
-*/
-
// called at beginning of frame
void R_Mesh_Start(void)
{