]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - matrixlib.c
moved rsurface_ variables into rsurface struct as a minor cleanup
[xonotic/darkplaces.git] / matrixlib.c
index 5433aaccbb032661c0c3cb7eddc0c5bf5a760c82..7e4783e2c7ec01c44c07f382b10319be352fdfcd 100644 (file)
@@ -39,26 +39,63 @@ void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in)
 
 void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in)
 {
-       out->m[0][0] = 0.0f;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = 1.0f;
+       out->m[1][0] = 0.0f;
+       out->m[2][0] = 0.0f;
+       out->m[3][0] = in->m[0][3];
+       out->m[0][1] = 0.0f;
+       out->m[1][1] = 1.0f;
+       out->m[2][1] = 0.0f;
+       out->m[3][1] = in->m[1][3];
+       out->m[0][2] = 0.0f;
+       out->m[1][2] = 0.0f;
+       out->m[2][2] = 1.0f;
+       out->m[3][2] = in->m[2][3];
+       out->m[0][3] = 0.0f;
+       out->m[1][3] = 0.0f;
+       out->m[2][3] = 0.0f;
+       out->m[3][3] = 1.0f;
+#else
+       out->m[0][0] = 1.0f;
        out->m[0][1] = 0.0f;
        out->m[0][2] = 0.0f;
        out->m[0][3] = in->m[0][3];
        out->m[1][0] = 0.0f;
-       out->m[1][1] = 0.0f;
+       out->m[1][1] = 1.0f;
        out->m[1][2] = 0.0f;
        out->m[1][3] = in->m[1][3];
        out->m[2][0] = 0.0f;
        out->m[2][1] = 0.0f;
-       out->m[2][2] = 0.0f;
+       out->m[2][2] = 1.0f;
        out->m[2][3] = in->m[2][3];
        out->m[3][0] = 0.0f;
        out->m[3][1] = 0.0f;
        out->m[3][2] = 0.0f;
        out->m[3][3] = 1.0f;
+#endif
 }
 
 void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2)
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[1][0] * in2->m[0][1] + in1->m[2][0] * in2->m[0][2] + in1->m[3][0] * in2->m[0][3];
+       out->m[1][0] = in1->m[0][0] * in2->m[1][0] + in1->m[1][0] * in2->m[1][1] + in1->m[2][0] * in2->m[1][2] + in1->m[3][0] * in2->m[1][3];
+       out->m[2][0] = in1->m[0][0] * in2->m[2][0] + in1->m[1][0] * in2->m[2][1] + in1->m[2][0] * in2->m[2][2] + in1->m[3][0] * in2->m[2][3];
+       out->m[3][0] = in1->m[0][0] * in2->m[3][0] + in1->m[1][0] * in2->m[3][1] + in1->m[2][0] * in2->m[3][2] + in1->m[3][0] * in2->m[3][3];
+       out->m[0][1] = in1->m[0][1] * in2->m[0][0] + in1->m[1][1] * in2->m[0][1] + in1->m[2][1] * in2->m[0][2] + in1->m[3][1] * in2->m[0][3];
+       out->m[1][1] = in1->m[0][1] * in2->m[1][0] + in1->m[1][1] * in2->m[1][1] + in1->m[2][1] * in2->m[1][2] + in1->m[3][1] * in2->m[1][3];
+       out->m[2][1] = in1->m[0][1] * in2->m[2][0] + in1->m[1][1] * in2->m[2][1] + in1->m[2][1] * in2->m[2][2] + in1->m[3][1] * in2->m[2][3];
+       out->m[3][1] = in1->m[0][1] * in2->m[3][0] + in1->m[1][1] * in2->m[3][1] + in1->m[2][1] * in2->m[3][2] + in1->m[3][1] * in2->m[3][3];
+       out->m[0][2] = in1->m[0][2] * in2->m[0][0] + in1->m[1][2] * in2->m[0][1] + in1->m[2][2] * in2->m[0][2] + in1->m[3][2] * in2->m[0][3];
+       out->m[1][2] = in1->m[0][2] * in2->m[1][0] + in1->m[1][2] * in2->m[1][1] + in1->m[2][2] * in2->m[1][2] + in1->m[3][2] * in2->m[1][3];
+       out->m[2][2] = in1->m[0][2] * in2->m[2][0] + in1->m[1][2] * in2->m[2][1] + in1->m[2][2] * in2->m[2][2] + in1->m[3][2] * in2->m[2][3];
+       out->m[3][2] = in1->m[0][2] * in2->m[3][0] + in1->m[1][2] * in2->m[3][1] + in1->m[2][2] * in2->m[3][2] + in1->m[3][2] * in2->m[3][3];
+       out->m[0][3] = in1->m[0][3] * in2->m[0][0] + in1->m[1][3] * in2->m[0][1] + in1->m[2][3] * in2->m[0][2] + in1->m[3][3] * in2->m[0][3];
+       out->m[1][3] = in1->m[0][3] * in2->m[1][0] + in1->m[1][3] * in2->m[1][1] + in1->m[2][3] * in2->m[1][2] + in1->m[3][3] * in2->m[1][3];
+       out->m[2][3] = in1->m[0][3] * in2->m[2][0] + in1->m[1][3] * in2->m[2][1] + in1->m[2][3] * in2->m[2][2] + in1->m[3][3] * in2->m[2][3];
+       out->m[3][3] = in1->m[0][3] * in2->m[3][0] + in1->m[1][3] * in2->m[3][1] + in1->m[2][3] * in2->m[3][2] + in1->m[3][3] * in2->m[3][3];
+#else
        out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0] + in1->m[0][3] * in2->m[3][0];
        out->m[0][1] = in1->m[0][0] * in2->m[0][1] + in1->m[0][1] * in2->m[1][1] + in1->m[0][2] * in2->m[2][1] + in1->m[0][3] * in2->m[3][1];
        out->m[0][2] = in1->m[0][0] * in2->m[0][2] + in1->m[0][1] * in2->m[1][2] + in1->m[0][2] * in2->m[2][2] + in1->m[0][3] * in2->m[3][2];
@@ -75,6 +112,7 @@ void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4
        out->m[3][1] = in1->m[3][0] * in2->m[0][1] + in1->m[3][1] * in2->m[1][1] + in1->m[3][2] * in2->m[2][1] + in1->m[3][3] * in2->m[3][1];
        out->m[3][2] = in1->m[3][0] * in2->m[0][2] + in1->m[3][1] * in2->m[1][2] + in1->m[3][2] * in2->m[2][2] + in1->m[3][3] * in2->m[3][2];
        out->m[3][3] = in1->m[3][0] * in2->m[0][3] + in1->m[3][1] * in2->m[1][3] + in1->m[3][2] * in2->m[2][3] + in1->m[3][3] * in2->m[3][3];
+#endif
 }
 
 void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1)
@@ -97,25 +135,172 @@ void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1)
        out->m[3][3] = in1->m[3][3];
 }
 
-void Matrix4x4_Transpose3x3 (matrix4x4_t *out, const matrix4x4_t *in1)
+int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1)
 {
-       out->m[0][0] = in1->m[0][0];
-       out->m[0][1] = in1->m[1][0];
-       out->m[0][2] = in1->m[2][0];
-       out->m[1][0] = in1->m[0][1];
-       out->m[1][1] = in1->m[1][1];
-       out->m[1][2] = in1->m[2][1];
-       out->m[2][0] = in1->m[0][2];
-       out->m[2][1] = in1->m[1][2];
-       out->m[2][2] = in1->m[2][2];
+       double  *temp;
+       double  *r[4];
+       double  rtemp[4][8];
+       double  m[4];
+       double  s;
 
-       out->m[0][3] = in1->m[0][3];
-       out->m[1][3] = in1->m[1][3];
-       out->m[2][3] = in1->m[2][3];
-       out->m[3][0] = in1->m[0][3];
-       out->m[3][1] = in1->m[1][3];
-       out->m[3][2] = in1->m[2][3];
-       out->m[3][3] = in1->m[3][3];
+       r[0]    = rtemp[0];
+       r[1]    = rtemp[1];
+       r[2]    = rtemp[2];
+       r[3]    = rtemp[3];
+
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       r[0][0] = in1->m[0][0]; r[0][1] = in1->m[1][0]; r[0][2] = in1->m[2][0]; r[0][3] = in1->m[3][0];
+       r[0][4] = 1.0;                  r[0][5] =                               r[0][6] =                               r[0][7] = 0.0;
+
+       r[1][0] = in1->m[0][1]; r[1][1] = in1->m[1][1]; r[1][2] = in1->m[2][1]; r[1][3] = in1->m[3][1];
+       r[1][5] = 1.0;                  r[1][4] =                               r[1][6] =                               r[1][7] = 0.0;
+
+       r[2][0] = in1->m[0][2]; r[2][1] = in1->m[1][2]; r[2][2] = in1->m[2][2]; r[2][3] = in1->m[3][2];
+       r[2][6] = 1.0;                  r[2][4] =                               r[2][5] =                               r[2][7] = 0.0;
+
+       r[3][0] = in1->m[0][3]; r[3][1] = in1->m[1][3]; r[3][2] = in1->m[2][3]; r[3][3] = in1->m[3][3];
+       r[3][7] = 1.0;                  r[3][4] =                               r[3][5] =                               r[3][6] = 0.0;
+#else
+       r[0][0] = in1->m[0][0]; r[0][1] = in1->m[0][1]; r[0][2] = in1->m[0][2]; r[0][3] = in1->m[0][3];
+       r[0][4] = 1.0;                  r[0][5] =                               r[0][6] =                               r[0][7] = 0.0;
+
+       r[1][0] = in1->m[1][0]; r[1][1] = in1->m[1][1]; r[1][2] = in1->m[1][2]; r[1][3] = in1->m[1][3];
+       r[1][5] = 1.0;                  r[1][4] =                               r[1][6] =                               r[1][7] = 0.0;
+
+       r[2][0] = in1->m[2][0]; r[2][1] = in1->m[2][1]; r[2][2] = in1->m[2][2]; r[2][3] = in1->m[2][3];
+       r[2][6] = 1.0;                  r[2][4] =                               r[2][5] =                               r[2][7] = 0.0;
+
+       r[3][0] = in1->m[3][0]; r[3][1] = in1->m[3][1]; r[3][2] = in1->m[3][2]; r[3][3] = in1->m[3][3];
+       r[3][7] = 1.0;                  r[3][4] =                               r[3][5] =                               r[3][6] = 0.0;
+#endif
+
+       if (fabs (r[3][0]) > fabs (r[2][0])) { temp = r[3]; r[3] = r[2]; r[2] = temp; }
+       if (fabs (r[2][0]) > fabs (r[1][0])) { temp = r[2]; r[2] = r[1]; r[1] = temp; }
+       if (fabs (r[1][0]) > fabs (r[0][0])) { temp = r[1]; r[1] = r[0]; r[0] = temp; }
+
+       if (r[0][0])
+       {
+               m[1]    = r[1][0] / r[0][0];
+               m[2]    = r[2][0] / r[0][0];
+               m[3]    = r[3][0] / r[0][0];
+
+               s       = r[0][1]; r[1][1] -= m[1] * s; r[2][1] -= m[2] * s; r[3][1] -= m[3] * s;
+               s       = r[0][2]; r[1][2] -= m[1] * s; r[2][2] -= m[2] * s; r[3][2] -= m[3] * s;
+               s       = r[0][3]; r[1][3] -= m[1] * s; r[2][3] -= m[2] * s; r[3][3] -= m[3] * s;
+
+               s       = r[0][4]; if (s) { r[1][4] -= m[1] * s; r[2][4] -= m[2] * s; r[3][4] -= m[3] * s; }
+               s       = r[0][5]; if (s) { r[1][5] -= m[1] * s; r[2][5] -= m[2] * s; r[3][5] -= m[3] * s; }
+               s       = r[0][6]; if (s) { r[1][6] -= m[1] * s; r[2][6] -= m[2] * s; r[3][6] -= m[3] * s; }
+               s       = r[0][7]; if (s) { r[1][7] -= m[1] * s; r[2][7] -= m[2] * s; r[3][7] -= m[3] * s; }
+
+               if (fabs (r[3][1]) > fabs (r[2][1])) { temp = r[3]; r[3] = r[2]; r[2] = temp; }
+               if (fabs (r[2][1]) > fabs (r[1][1])) { temp = r[2]; r[2] = r[1]; r[1] = temp; }
+
+               if (r[1][1])
+               {
+                       m[2]            = r[2][1] / r[1][1];
+                       m[3]            = r[3][1] / r[1][1];
+                       r[2][2] -= m[2] * r[1][2];
+                       r[3][2] -= m[3] * r[1][2];
+                       r[2][3] -= m[2] * r[1][3];
+                       r[3][3] -= m[3] * r[1][3];
+
+                       s       = r[1][4]; if (s) { r[2][4] -= m[2] * s; r[3][4] -= m[3] * s; }
+                       s       = r[1][5]; if (s) { r[2][5] -= m[2] * s; r[3][5] -= m[3] * s; }
+                       s       = r[1][6]; if (s) { r[2][6] -= m[2] * s; r[3][6] -= m[3] * s; }
+                       s       = r[1][7]; if (s) { r[2][7] -= m[2] * s; r[3][7] -= m[3] * s; }
+
+                       if (fabs (r[3][2]) > fabs (r[2][2])) { temp = r[3]; r[3] = r[2]; r[2] = temp; }
+
+                       if (r[2][2])
+                       {
+                               m[3]            = r[3][2] / r[2][2];
+                               r[3][3] -= m[3] * r[2][3];
+                               r[3][4] -= m[3] * r[2][4];
+                               r[3][5] -= m[3] * r[2][5];
+                               r[3][6] -= m[3] * r[2][6];
+                               r[3][7] -= m[3] * r[2][7];
+
+                               if (r[3][3])
+                               {
+                                       s                       = 1.0 / r[3][3];
+                                       r[3][4] *= s;
+                                       r[3][5] *= s;
+                                       r[3][6] *= s;
+                                       r[3][7] *= s;
+
+                                       m[2]            = r[2][3];
+                                       s                       = 1.0 / r[2][2];
+                                       r[2][4] = s * (r[2][4] - r[3][4] * m[2]);
+                                       r[2][5] = s * (r[2][5] - r[3][5] * m[2]);
+                                       r[2][6] = s * (r[2][6] - r[3][6] * m[2]);
+                                       r[2][7] = s * (r[2][7] - r[3][7] * m[2]);
+
+                                       m[1]            = r[1][3];
+                                       r[1][4] -= r[3][4] * m[1], r[1][5] -= r[3][5] * m[1];
+                                       r[1][6] -= r[3][6] * m[1], r[1][7] -= r[3][7] * m[1];
+
+                                       m[0]            = r[0][3];
+                                       r[0][4] -= r[3][4] * m[0], r[0][5] -= r[3][5] * m[0];
+                                       r[0][6] -= r[3][6] * m[0], r[0][7] -= r[3][7] * m[0];
+
+                                       m[1]            = r[1][2];
+                                       s                       = 1.0 / r[1][1];
+                                       r[1][4] = s * (r[1][4] - r[2][4] * m[1]), r[1][5] = s * (r[1][5] - r[2][5] * m[1]);
+                                       r[1][6] = s * (r[1][6] - r[2][6] * m[1]), r[1][7] = s * (r[1][7] - r[2][7] * m[1]);
+
+                                       m[0]            = r[0][2];
+                                       r[0][4] -= r[2][4] * m[0], r[0][5] -= r[2][5] * m[0];
+                                       r[0][6] -= r[2][6] * m[0], r[0][7] -= r[2][7] * m[0];
+
+                                       m[0]            = r[0][1];
+                                       s                       = 1.0 / r[0][0];
+                                       r[0][4] = s * (r[0][4] - r[1][4] * m[0]), r[0][5] = s * (r[0][5] - r[1][5] * m[0]);
+                                       r[0][6] = s * (r[0][6] - r[1][6] * m[0]), r[0][7] = s * (r[0][7] - r[1][7] * m[0]);
+
+#ifdef MATRIX4x4_OPENGLORIENTATION
+                                       out->m[0][0]    = r[0][4];
+                                       out->m[0][1]    = r[1][4];
+                                       out->m[0][2]    = r[2][4];
+                                       out->m[0][3]    = r[3][4];
+                                       out->m[1][0]    = r[0][5];
+                                       out->m[1][1]    = r[1][5];
+                                       out->m[1][2]    = r[2][5];
+                                       out->m[1][3]    = r[3][5];
+                                       out->m[2][0]    = r[0][6];
+                                       out->m[2][1]    = r[1][6];
+                                       out->m[2][2]    = r[2][6];
+                                       out->m[2][3]    = r[3][6];
+                                       out->m[3][0]    = r[0][7];
+                                       out->m[3][1]    = r[1][7];
+                                       out->m[3][2]    = r[2][7];
+                                       out->m[3][3]    = r[3][7];
+#else
+                                       out->m[0][0]    = r[0][4];
+                                       out->m[0][1]    = r[0][5];
+                                       out->m[0][2]    = r[0][6];
+                                       out->m[0][3]    = r[0][7];
+                                       out->m[1][0]    = r[1][4];
+                                       out->m[1][1]    = r[1][5];
+                                       out->m[1][2]    = r[1][6];
+                                       out->m[1][3]    = r[1][7];
+                                       out->m[2][0]    = r[2][4];
+                                       out->m[2][1]    = r[2][5];
+                                       out->m[2][2]    = r[2][6];
+                                       out->m[2][3]    = r[2][7];
+                                       out->m[3][0]    = r[3][4];
+                                       out->m[3][1]    = r[3][5];
+                                       out->m[3][2]    = r[3][6];
+                                       out->m[3][3]    = r[3][7];
+#endif
+
+                                       return 1;
+                               }
+                       }
+               }
+       }
+
+       return 0;
 }
 
 void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1)
@@ -136,16 +321,28 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1)
 
        // invert the rotation by transposing and multiplying by the squared
        // recipricol of the input matrix scale as described above
-       out->m[0][0] = (float)(in1->m[0][0] * scale);
-       out->m[0][1] = (float)(in1->m[1][0] * scale);
-       out->m[0][2] = (float)(in1->m[2][0] * scale);
-       out->m[1][0] = (float)(in1->m[0][1] * scale);
-       out->m[1][1] = (float)(in1->m[1][1] * scale);
-       out->m[1][2] = (float)(in1->m[2][1] * scale);
-       out->m[2][0] = (float)(in1->m[0][2] * scale);
-       out->m[2][1] = (float)(in1->m[1][2] * scale);
-       out->m[2][2] = (float)(in1->m[2][2] * scale);
+       out->m[0][0] = in1->m[0][0] * scale;
+       out->m[0][1] = in1->m[1][0] * scale;
+       out->m[0][2] = in1->m[2][0] * scale;
+       out->m[1][0] = in1->m[0][1] * scale;
+       out->m[1][1] = in1->m[1][1] * scale;
+       out->m[1][2] = in1->m[2][1] * scale;
+       out->m[2][0] = in1->m[0][2] * scale;
+       out->m[2][1] = in1->m[1][2] * scale;
+       out->m[2][2] = in1->m[2][2] * scale;
 
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       // invert the translate
+       out->m[3][0] = -(in1->m[3][0] * out->m[0][0] + in1->m[3][1] * out->m[1][0] + in1->m[3][2] * out->m[2][0]);
+       out->m[3][1] = -(in1->m[3][0] * out->m[0][1] + in1->m[3][1] * out->m[1][1] + in1->m[3][2] * out->m[2][1]);
+       out->m[3][2] = -(in1->m[3][0] * out->m[0][2] + in1->m[3][1] * out->m[1][2] + in1->m[3][2] * out->m[2][2]);
+
+       // don't know if there's anything worth doing here
+       out->m[0][3] = 0;
+       out->m[1][3] = 0;
+       out->m[2][3] = 0;
+       out->m[3][3] = 1;
+#else
        // invert the translate
        out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]);
        out->m[1][3] = -(in1->m[0][3] * out->m[1][0] + in1->m[1][3] * out->m[1][1] + in1->m[2][3] * out->m[1][2]);
@@ -156,6 +353,7 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1)
        out->m[3][1] = 0;
        out->m[3][2] = 0;
        out->m[3][3] = 1;
+#endif
 }
 
 void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1)
@@ -163,22 +361,8 @@ void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1)
        // scale rotation matrix vectors to a length of 1
        // note: this is only designed to undo uniform scaling
        double scale = 1.0 / sqrt(in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]);
-       out->m[0][0] = (float)(in1->m[0][0] * scale);
-       out->m[0][1] = (float)(in1->m[1][0] * scale);
-       out->m[0][2] = (float)(in1->m[2][0] * scale);
-       out->m[0][3] = (float)(in1->m[0][3]);
-       out->m[1][0] = (float)(in1->m[0][1] * scale);
-       out->m[1][1] = (float)(in1->m[1][1] * scale);
-       out->m[1][2] = (float)(in1->m[2][1] * scale);
-       out->m[1][3] = (float)(in1->m[1][3]);
-       out->m[2][0] = (float)(in1->m[0][2] * scale);
-       out->m[2][1] = (float)(in1->m[1][2] * scale);
-       out->m[2][2] = (float)(in1->m[2][2] * scale);
-       out->m[2][3] = (float)(in1->m[2][3]);
-       out->m[3][0] = 0;
-       out->m[3][1] = 0;
-       out->m[3][2] = 0;
-       out->m[3][3] = 1;
+       *out = *in1;
+       Matrix4x4_Scale(out, scale, 1);
 }
 
 void Matrix4x4_CreateIdentity (matrix4x4_t *out)
@@ -201,8 +385,26 @@ void Matrix4x4_CreateIdentity (matrix4x4_t *out)
        out->m[3][3]=1.0f;
 }
 
-void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z)
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0]=1.0f;
+       out->m[1][0]=0.0f;
+       out->m[2][0]=0.0f;
+       out->m[3][0]=x;
+       out->m[0][1]=0.0f;
+       out->m[1][1]=1.0f;
+       out->m[2][1]=0.0f;
+       out->m[3][1]=y;
+       out->m[0][2]=0.0f;
+       out->m[1][2]=0.0f;
+       out->m[2][2]=1.0f;
+       out->m[3][2]=z;
+       out->m[0][3]=0.0f;
+       out->m[1][3]=0.0f;
+       out->m[2][3]=0.0f;
+       out->m[3][3]=1.0f;
+#else
        out->m[0][0]=1.0f;
        out->m[0][1]=0.0f;
        out->m[0][2]=0.0f;
@@ -219,23 +421,42 @@ void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z)
        out->m[3][1]=0.0f;
        out->m[3][2]=0.0f;
        out->m[3][3]=1.0f;
+#endif
 }
 
-void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, float z)
+void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z)
 {
-       float len, c, s;
+       double len, c, s;
 
        len = x*x+y*y+z*z;
        if (len != 0.0f)
-               len = 1.0f / (float)sqrt(len);
+               len = 1.0f / sqrt(len);
        x *= len;
        y *= len;
        z *= len;
 
-       angle *= (float)(-M_PI / 180.0);
-       c = (float)cos(angle);
-       s = (float)sin(angle);
+       angle *= (-M_PI / 180.0);
+       c = cos(angle);
+       s = sin(angle);
 
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0]=x * x + c * (1 - x * x);
+       out->m[1][0]=x * y * (1 - c) + z * s;
+       out->m[2][0]=z * x * (1 - c) - y * s;
+       out->m[3][0]=0.0f;
+       out->m[0][1]=x * y * (1 - c) - z * s;
+       out->m[1][1]=y * y + c * (1 - y * y);
+       out->m[2][1]=y * z * (1 - c) + x * s;
+       out->m[3][1]=0.0f;
+       out->m[0][2]=z * x * (1 - c) + y * s;
+       out->m[1][2]=y * z * (1 - c) - x * s;
+       out->m[2][2]=z * z + c * (1 - z * z);
+       out->m[3][2]=0.0f;
+       out->m[0][3]=0.0f;
+       out->m[1][3]=0.0f;
+       out->m[2][3]=0.0f;
+       out->m[3][3]=1.0f;
+#else
        out->m[0][0]=x * x + c * (1 - x * x);
        out->m[0][1]=x * y * (1 - c) + z * s;
        out->m[0][2]=z * x * (1 - c) - y * s;
@@ -252,9 +473,10 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, fl
        out->m[3][1]=0.0f;
        out->m[3][2]=0.0f;
        out->m[3][3]=1.0f;
+#endif
 }
 
-void Matrix4x4_CreateScale (matrix4x4_t *out, float x)
+void Matrix4x4_CreateScale (matrix4x4_t *out, double x)
 {
        out->m[0][0]=x;
        out->m[0][1]=0.0f;
@@ -274,7 +496,7 @@ void Matrix4x4_CreateScale (matrix4x4_t *out, float x)
        out->m[3][3]=1.0f;
 }
 
-void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z)
 {
        out->m[0][0]=x;
        out->m[0][1]=0.0f;
@@ -294,7 +516,7 @@ void Matrix4x4_CreateScale3 (matrix4x4_t *out, float x, float y, float z)
        out->m[3][3]=1.0f;
 }
 
-void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale)
+void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale)
 {
        double angle, sr, sp, sy, cr, cp, cy;
 
@@ -309,22 +531,41 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z
                angle = roll * (M_PI*2 / 360);
                sr = sin(angle);
                cr = cos(angle);
-               out->m[0][0] = (float)((cp*cy) * scale);
-               out->m[0][1] = (float)((sr*sp*cy+cr*-sy) * scale);
-               out->m[0][2] = (float)((cr*sp*cy+-sr*-sy) * scale);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+               out->m[0][0] = (cp*cy) * scale;
+               out->m[1][0] = (sr*sp*cy+cr*-sy) * scale;
+               out->m[2][0] = (cr*sp*cy+-sr*-sy) * scale;
+               out->m[3][0] = x;
+               out->m[0][1] = (cp*sy) * scale;
+               out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
+               out->m[2][1] = (cr*sp*sy+-sr*cy) * scale;
+               out->m[3][1] = y;
+               out->m[0][2] = (-sp) * scale;
+               out->m[1][2] = (sr*cp) * scale;
+               out->m[2][2] = (cr*cp) * scale;
+               out->m[3][2] = z;
+               out->m[0][3] = 0;
+               out->m[1][3] = 0;
+               out->m[2][3] = 0;
+               out->m[3][3] = 1;
+#else
+               out->m[0][0] = (cp*cy) * scale;
+               out->m[0][1] = (sr*sp*cy+cr*-sy) * scale;
+               out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale;
                out->m[0][3] = x;
-               out->m[1][0] = (float)((cp*sy) * scale);
-               out->m[1][1] = (float)((sr*sp*sy+cr*cy) * scale);
-               out->m[1][2] = (float)((cr*sp*sy+-sr*cy) * scale);
+               out->m[1][0] = (cp*sy) * scale;
+               out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
+               out->m[1][2] = (cr*sp*sy+-sr*cy) * scale;
                out->m[1][3] = y;
-               out->m[2][0] = (float)((-sp) * scale);
-               out->m[2][1] = (float)((sr*cp) * scale);
-               out->m[2][2] = (float)((cr*cp) * scale);
+               out->m[2][0] = (-sp) * scale;
+               out->m[2][1] = (sr*cp) * scale;
+               out->m[2][2] = (cr*cp) * scale;
                out->m[2][3] = z;
                out->m[3][0] = 0;
                out->m[3][1] = 0;
                out->m[3][2] = 0;
                out->m[3][3] = 1;
+#endif
        }
        else if (pitch)
        {
@@ -334,34 +575,71 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z
                angle = pitch * (M_PI*2 / 360);
                sp = sin(angle);
                cp = cos(angle);
-               out->m[0][0] = (float)((cp*cy) * scale);
-               out->m[0][1] = (float)((-sy) * scale);
-               out->m[0][2] = (float)((sp*cy) * scale);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+               out->m[0][0] = (cp*cy) * scale;
+               out->m[1][0] = (-sy) * scale;
+               out->m[2][0] = (sp*cy) * scale;
+               out->m[3][0] = x;
+               out->m[0][1] = (cp*sy) * scale;
+               out->m[1][1] = (cy) * scale;
+               out->m[2][1] = (sp*sy) * scale;
+               out->m[3][1] = y;
+               out->m[0][2] = (-sp) * scale;
+               out->m[1][2] = 0;
+               out->m[2][2] = (cp) * scale;
+               out->m[3][2] = z;
+               out->m[0][3] = 0;
+               out->m[1][3] = 0;
+               out->m[2][3] = 0;
+               out->m[3][3] = 1;
+#else
+               out->m[0][0] = (cp*cy) * scale;
+               out->m[0][1] = (-sy) * scale;
+               out->m[0][2] = (sp*cy) * scale;
                out->m[0][3] = x;
-               out->m[1][0] = (float)((cp*sy) * scale);
-               out->m[1][1] = (float)((cy) * scale);
-               out->m[1][2] = (float)((sp*sy) * scale);
+               out->m[1][0] = (cp*sy) * scale;
+               out->m[1][1] = (cy) * scale;
+               out->m[1][2] = (sp*sy) * scale;
                out->m[1][3] = y;
-               out->m[2][0] = (float)((-sp) * scale);
+               out->m[2][0] = (-sp) * scale;
                out->m[2][1] = 0;
-               out->m[2][2] = (float)((cp) * scale);
+               out->m[2][2] = (cp) * scale;
                out->m[2][3] = z;
                out->m[3][0] = 0;
                out->m[3][1] = 0;
                out->m[3][2] = 0;
                out->m[3][3] = 1;
+#endif
        }
        else if (yaw)
        {
                angle = yaw * (M_PI*2 / 360);
                sy = sin(angle);
                cy = cos(angle);
-               out->m[0][0] = (float)((cy) * scale);
-               out->m[0][1] = (float)((-sy) * scale);
+#ifdef MATRIX4x4_OPENGLORIENTATION
+               out->m[0][0] = (cy) * scale;
+               out->m[1][0] = (-sy) * scale;
+               out->m[2][0] = 0;
+               out->m[3][0] = x;
+               out->m[0][1] = (sy) * scale;
+               out->m[1][1] = (cy) * scale;
+               out->m[2][1] = 0;
+               out->m[3][1] = y;
+               out->m[0][2] = 0;
+               out->m[1][2] = 0;
+               out->m[2][2] = scale;
+               out->m[3][2] = z;
+               out->m[0][3] = 0;
+               out->m[1][3] = 0;
+               out->m[2][3] = 0;
+               out->m[3][3] = 1;
+#else
+               out->m[0][0] = (cy) * scale;
+               out->m[0][1] = (-sy) * scale;
                out->m[0][2] = 0;
                out->m[0][3] = x;
-               out->m[1][0] = (float)((sy) * scale);
-               out->m[1][1] = (float)((cy) * scale);
+               out->m[1][0] = (sy) * scale;
+               out->m[1][1] = (cy) * scale;
                out->m[1][2] = 0;
                out->m[1][3] = y;
                out->m[2][0] = 0;
@@ -372,9 +650,28 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z
                out->m[3][1] = 0;
                out->m[3][2] = 0;
                out->m[3][3] = 1;
+#endif
        }
        else
        {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+               out->m[0][0] = scale;
+               out->m[1][0] = 0;
+               out->m[2][0] = 0;
+               out->m[3][0] = x;
+               out->m[0][1] = 0;
+               out->m[1][1] = scale;
+               out->m[2][1] = 0;
+               out->m[3][1] = y;
+               out->m[0][2] = 0;
+               out->m[1][2] = 0;
+               out->m[2][2] = scale;
+               out->m[3][2] = z;
+               out->m[0][3] = 0;
+               out->m[1][3] = 0;
+               out->m[2][3] = 0;
+               out->m[3][3] = 1;
+#else
                out->m[0][0] = scale;
                out->m[0][1] = 0;
                out->m[0][2] = 0;
@@ -391,11 +688,26 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z
                out->m[3][1] = 0;
                out->m[3][2] = 0;
                out->m[3][3] = 1;
+#endif
        }
 }
 
 void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3])
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       vx[0] = in->m[0][0];
+       vx[1] = in->m[0][1];
+       vx[2] = in->m[0][2];
+       vy[0] = in->m[1][0];
+       vy[1] = in->m[1][1];
+       vy[2] = in->m[1][2];
+       vz[0] = in->m[2][0];
+       vz[1] = in->m[2][1];
+       vz[2] = in->m[2][2];
+       t [0] = in->m[3][0];
+       t [1] = in->m[3][1];
+       t [2] = in->m[3][2];
+#else
        vx[0] = in->m[0][0];
        vx[1] = in->m[1][0];
        vx[2] = in->m[2][0];
@@ -405,13 +717,32 @@ void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float
        vz[0] = in->m[0][2];
        vz[1] = in->m[1][2];
        vz[2] = in->m[2][2];
-       t[0] = in->m[0][3];
-       t[1] = in->m[1][3];
-       t[2] = in->m[2][3];
+       t [0] = in->m[0][3];
+       t [1] = in->m[1][3];
+       t [2] = in->m[2][3];
+#endif
 }
 
 void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = vx[0];
+       out->m[1][0] = vy[0];
+       out->m[2][0] = vz[0];
+       out->m[3][0] = t[0];
+       out->m[0][1] = vx[1];
+       out->m[1][1] = vy[1];
+       out->m[2][1] = vz[1];
+       out->m[3][1] = t[1];
+       out->m[0][2] = vx[2];
+       out->m[1][2] = vy[2];
+       out->m[2][2] = vz[2];
+       out->m[3][2] = t[2];
+       out->m[0][3] = 0.0f;
+       out->m[1][3] = 0.0f;
+       out->m[2][3] = 0.0f;
+       out->m[3][3] = 1.0f;
+#else
        out->m[0][0] = vx[0];
        out->m[0][1] = vy[0];
        out->m[0][2] = vz[0];
@@ -428,11 +759,342 @@ void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3
        out->m[3][1] = 0.0f;
        out->m[3][2] = 0.0f;
        out->m[3][3] = 1.0f;
+#endif
+}
+
+void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[0][1];
+       out[ 2] = in->m[0][2];
+       out[ 3] = in->m[0][3];
+       out[ 4] = in->m[1][0];
+       out[ 5] = in->m[1][1];
+       out[ 6] = in->m[1][2];
+       out[ 7] = in->m[1][3];
+       out[ 8] = in->m[2][0];
+       out[ 9] = in->m[2][1];
+       out[10] = in->m[2][2];
+       out[11] = in->m[2][3];
+       out[12] = in->m[3][0];
+       out[13] = in->m[3][1];
+       out[14] = in->m[3][2];
+       out[15] = in->m[3][3];
+#else
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[1][0];
+       out[ 2] = in->m[2][0];
+       out[ 3] = in->m[3][0];
+       out[ 4] = in->m[0][1];
+       out[ 5] = in->m[1][1];
+       out[ 6] = in->m[2][1];
+       out[ 7] = in->m[3][1];
+       out[ 8] = in->m[0][2];
+       out[ 9] = in->m[1][2];
+       out[10] = in->m[2][2];
+       out[11] = in->m[3][2];
+       out[12] = in->m[0][3];
+       out[13] = in->m[1][3];
+       out[14] = in->m[2][3];
+       out[15] = in->m[3][3];
+#endif
+}
+
+void Matrix4x4_FromArrayDoubleGL (matrix4x4_t *out, const double in[16])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = in[0];
+       out->m[0][1] = in[1];
+       out->m[0][2] = in[2];
+       out->m[0][3] = in[3];
+       out->m[1][0] = in[4];
+       out->m[1][1] = in[5];
+       out->m[1][2] = in[6];
+       out->m[1][3] = in[7];
+       out->m[2][0] = in[8];
+       out->m[2][1] = in[9];
+       out->m[2][2] = in[10];
+       out->m[2][3] = in[11];
+       out->m[3][0] = in[12];
+       out->m[3][1] = in[13];
+       out->m[3][2] = in[14];
+       out->m[3][3] = in[15];
+#else
+       out->m[0][0] = in[0];
+       out->m[1][0] = in[1];
+       out->m[2][0] = in[2];
+       out->m[3][0] = in[3];
+       out->m[0][1] = in[4];
+       out->m[1][1] = in[5];
+       out->m[2][1] = in[6];
+       out->m[3][1] = in[7];
+       out->m[0][2] = in[8];
+       out->m[1][2] = in[9];
+       out->m[2][2] = in[10];
+       out->m[3][2] = in[11];
+       out->m[0][3] = in[12];
+       out->m[1][3] = in[13];
+       out->m[2][3] = in[14];
+       out->m[3][3] = in[15];
+#endif
+}
+
+void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[1][0];
+       out[ 2] = in->m[2][0];
+       out[ 3] = in->m[3][0];
+       out[ 4] = in->m[0][1];
+       out[ 5] = in->m[1][1];
+       out[ 6] = in->m[2][1];
+       out[ 7] = in->m[3][1];
+       out[ 8] = in->m[0][2];
+       out[ 9] = in->m[1][2];
+       out[10] = in->m[2][2];
+       out[11] = in->m[3][2];
+       out[12] = in->m[0][3];
+       out[13] = in->m[1][3];
+       out[14] = in->m[2][3];
+       out[15] = in->m[3][3];
+#else
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[0][1];
+       out[ 2] = in->m[0][2];
+       out[ 3] = in->m[0][3];
+       out[ 4] = in->m[1][0];
+       out[ 5] = in->m[1][1];
+       out[ 6] = in->m[1][2];
+       out[ 7] = in->m[1][3];
+       out[ 8] = in->m[2][0];
+       out[ 9] = in->m[2][1];
+       out[10] = in->m[2][2];
+       out[11] = in->m[2][3];
+       out[12] = in->m[3][0];
+       out[13] = in->m[3][1];
+       out[14] = in->m[3][2];
+       out[15] = in->m[3][3];
+#endif
+}
+
+void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = in[0];
+       out->m[1][0] = in[1];
+       out->m[2][0] = in[2];
+       out->m[3][0] = in[3];
+       out->m[0][1] = in[4];
+       out->m[1][1] = in[5];
+       out->m[2][1] = in[6];
+       out->m[3][1] = in[7];
+       out->m[0][2] = in[8];
+       out->m[1][2] = in[9];
+       out->m[2][2] = in[10];
+       out->m[3][2] = in[11];
+       out->m[0][3] = in[12];
+       out->m[1][3] = in[13];
+       out->m[2][3] = in[14];
+       out->m[3][3] = in[15];
+#else
+       out->m[0][0] = in[0];
+       out->m[0][1] = in[1];
+       out->m[0][2] = in[2];
+       out->m[0][3] = in[3];
+       out->m[1][0] = in[4];
+       out->m[1][1] = in[5];
+       out->m[1][2] = in[6];
+       out->m[1][3] = in[7];
+       out->m[2][0] = in[8];
+       out->m[2][1] = in[9];
+       out->m[2][2] = in[10];
+       out->m[2][3] = in[11];
+       out->m[3][0] = in[12];
+       out->m[3][1] = in[13];
+       out->m[3][2] = in[14];
+       out->m[3][3] = in[15];
+#endif
+}
+
+void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[0][1];
+       out[ 2] = in->m[0][2];
+       out[ 3] = in->m[1][0];
+       out[ 4] = in->m[1][1];
+       out[ 5] = in->m[1][2];
+       out[ 6] = in->m[2][0];
+       out[ 7] = in->m[2][1];
+       out[ 8] = in->m[2][2];
+       out[ 9] = in->m[3][0];
+       out[10] = in->m[3][1];
+       out[11] = in->m[3][2];
+#else
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[1][0];
+       out[ 2] = in->m[2][0];
+       out[ 3] = in->m[0][1];
+       out[ 4] = in->m[1][1];
+       out[ 5] = in->m[2][1];
+       out[ 6] = in->m[0][2];
+       out[ 7] = in->m[1][2];
+       out[ 8] = in->m[2][2];
+       out[ 9] = in->m[0][3];
+       out[10] = in->m[1][3];
+       out[11] = in->m[2][3];
+#endif
+}
+
+void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = in[0];
+       out->m[0][1] = in[1];
+       out->m[0][2] = in[2];
+       out->m[0][3] = 0;
+       out->m[1][0] = in[3];
+       out->m[1][1] = in[4];
+       out->m[1][2] = in[5];
+       out->m[1][3] = 0;
+       out->m[2][0] = in[6];
+       out->m[2][1] = in[7];
+       out->m[2][2] = in[8];
+       out->m[2][3] = 0;
+       out->m[3][0] = in[9];
+       out->m[3][1] = in[10];
+       out->m[3][2] = in[11];
+       out->m[3][3] = 1;
+#else
+       out->m[0][0] = in[0];
+       out->m[1][0] = in[1];
+       out->m[2][0] = in[2];
+       out->m[3][0] = 0;
+       out->m[0][1] = in[3];
+       out->m[1][1] = in[4];
+       out->m[2][1] = in[5];
+       out->m[3][1] = 0;
+       out->m[0][2] = in[6];
+       out->m[1][2] = in[7];
+       out->m[2][2] = in[8];
+       out->m[3][2] = 0;
+       out->m[0][3] = in[9];
+       out->m[1][3] = in[10];
+       out->m[2][3] = in[11];
+       out->m[3][3] = 1;
+#endif
+}
+
+void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[1][0];
+       out[ 2] = in->m[2][0];
+       out[ 3] = in->m[3][0];
+       out[ 4] = in->m[0][1];
+       out[ 5] = in->m[1][1];
+       out[ 6] = in->m[2][1];
+       out[ 7] = in->m[3][1];
+       out[ 8] = in->m[0][2];
+       out[ 9] = in->m[1][2];
+       out[10] = in->m[2][2];
+       out[11] = in->m[3][2];
+#else
+       out[ 0] = in->m[0][0];
+       out[ 1] = in->m[0][1];
+       out[ 2] = in->m[0][2];
+       out[ 3] = in->m[0][3];
+       out[ 4] = in->m[1][0];
+       out[ 5] = in->m[1][1];
+       out[ 6] = in->m[1][2];
+       out[ 7] = in->m[1][3];
+       out[ 8] = in->m[2][0];
+       out[ 9] = in->m[2][1];
+       out[10] = in->m[2][2];
+       out[11] = in->m[2][3];
+#endif
+}
+
+void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12])
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[0][0] = in[0];
+       out->m[1][0] = in[1];
+       out->m[2][0] = in[2];
+       out->m[3][0] = in[3];
+       out->m[0][1] = in[4];
+       out->m[1][1] = in[5];
+       out->m[2][1] = in[6];
+       out->m[3][1] = in[7];
+       out->m[0][2] = in[8];
+       out->m[1][2] = in[9];
+       out->m[2][2] = in[10];
+       out->m[3][2] = in[11];
+       out->m[0][3] = 0;
+       out->m[1][3] = 0;
+       out->m[2][3] = 0;
+       out->m[3][3] = 1;
+#else
+       out->m[0][0] = in[0];
+       out->m[0][1] = in[1];
+       out->m[0][2] = in[2];
+       out->m[0][3] = in[3];
+       out->m[1][0] = in[4];
+       out->m[1][1] = in[5];
+       out->m[1][2] = in[6];
+       out->m[1][3] = in[7];
+       out->m[2][0] = in[8];
+       out->m[2][1] = in[9];
+       out->m[2][2] = in[10];
+       out->m[2][3] = in[11];
+       out->m[3][0] = 0;
+       out->m[3][1] = 0;
+       out->m[3][2] = 0;
+       out->m[3][3] = 1;
+#endif
 }
 
-void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, float blend)
+void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w)
 {
-       float iblend = 1 - blend;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       m->m[0][0]=1-2*(y*y+z*z);m->m[1][0]=  2*(x*y-z*w);m->m[2][0]=  2*(x*z+y*w);m->m[3][0]=ox;
+       m->m[0][1]=  2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[2][1]=  2*(y*z-x*w);m->m[3][1]=oy;
+       m->m[0][2]=  2*(x*z-y*w);m->m[1][2]=  2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[3][2]=oz;
+       m->m[0][3]=  0          ;m->m[1][3]=  0          ;m->m[2][3]=  0          ;m->m[3][3]=1;
+#else
+       m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]=  2*(x*y-z*w);m->m[0][2]=  2*(x*z+y*w);m->m[0][3]=ox;
+       m->m[1][0]=  2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]=  2*(y*z-x*w);m->m[1][3]=oy;
+       m->m[2][0]=  2*(x*z-y*w);m->m[2][1]=  2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz;
+       m->m[3][0]=  0          ;m->m[3][1]=  0          ;m->m[3][2]=  0          ;m->m[3][3]=1;
+#endif
+}
+
+// LordHavoc: I got this code from:
+//http://www.doom3world.org/phpbb2/viewtopic.php?t=2884
+void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z)
+{
+       double w = 1.0 - (x*x+y*y+z*z);
+       w = w > 0.0 ? -sqrt(w) : 0.0;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       m->m[0][0]=1-2*(y*y+z*z);m->m[1][0]=  2*(x*y-z*w);m->m[2][0]=  2*(x*z+y*w);m->m[3][0]=ox;
+       m->m[0][1]=  2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[2][1]=  2*(y*z-x*w);m->m[3][1]=oy;
+       m->m[0][2]=  2*(x*z-y*w);m->m[1][2]=  2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[3][2]=oz;
+       m->m[0][3]=  0          ;m->m[1][3]=  0          ;m->m[2][3]=  0          ;m->m[3][3]=1;
+#else
+       m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]=  2*(x*y-z*w);m->m[0][2]=  2*(x*z+y*w);m->m[0][3]=ox;
+       m->m[1][0]=  2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]=  2*(y*z-x*w);m->m[1][3]=oy;
+       m->m[2][0]=  2*(x*z-y*w);m->m[2][1]=  2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz;
+       m->m[3][0]=  0          ;m->m[3][1]=  0          ;m->m[3][2]=  0          ;m->m[3][3]=1;
+#endif
+}
+
+void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend)
+{
+       double iblend = 1 - blend;
        out->m[0][0] = in1->m[0][0] * iblend + in2->m[0][0] * blend;
        out->m[0][1] = in1->m[0][1] * iblend + in2->m[0][1] * blend;
        out->m[0][2] = in1->m[0][2] * iblend + in2->m[0][2] * blend;
@@ -454,41 +1116,69 @@ void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_
 
 void Matrix4x4_Transform (const matrix4x4_t *in, const float v[3], float out[3])
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0] + in->m[3][0];
+       out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1] + in->m[3][1];
+       out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2] + in->m[3][2];
+#else
        out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
        out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
        out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
+#endif
 }
 
 void Matrix4x4_Transform4 (const matrix4x4_t *in, const float v[4], float out[4])
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0] + v[3] * in->m[3][0];
+       out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1] + v[3] * in->m[3][1];
+       out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2] + v[3] * in->m[3][2];
+       out[3] = v[0] * in->m[0][3] + v[1] * in->m[1][3] + v[2] * in->m[2][3] + v[3] * in->m[3][3];
+#else
        out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + v[3] * in->m[0][3];
        out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + v[3] * in->m[1][3];
        out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + v[3] * in->m[2][3];
        out[3] = v[0] * in->m[3][0] + v[1] * in->m[3][1] + v[2] * in->m[3][2] + v[3] * in->m[3][3];
+#endif
 }
 
 void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3])
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[0] = v[0] * in->m[0][0] + v[1] * in->m[1][0] + v[2] * in->m[2][0];
+       out[1] = v[0] * in->m[0][1] + v[1] * in->m[1][1] + v[2] * in->m[2][1];
+       out[2] = v[0] * in->m[0][2] + v[1] * in->m[1][2] + v[2] * in->m[2][2];
+#else
        out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2];
        out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2];
        out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2];
+#endif
 }
 
 /*
 void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3])
 {
-       float t[3];
+       double t[3];
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       t[0] = v[0] - in->m[3][0];
+       t[1] = v[1] - in->m[3][1];
+       t[2] = v[2] - in->m[3][2];
+       out[0] = t[0] * in->m[0][0] + t[1] * in->m[0][1] + t[2] * in->m[0][2];
+       out[1] = t[0] * in->m[1][0] + t[1] * in->m[1][1] + t[2] * in->m[1][2];
+       out[2] = t[0] * in->m[2][0] + t[1] * in->m[2][1] + t[2] * in->m[2][2];
+#else
        t[0] = v[0] - in->m[0][3];
        t[1] = v[1] - in->m[1][3];
        t[2] = v[2] - in->m[2][3];
        out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0];
        out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1];
        out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2];
+#endif
 }
 */
 
 // FIXME: optimize
-void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z)
 {
        matrix4x4_t base, temp;
        base = *out;
@@ -497,7 +1187,7 @@ void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z)
 }
 
 // FIXME: optimize
-void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z)
+void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z)
 {
        matrix4x4_t base, temp;
        base = *out;
@@ -506,7 +1196,7 @@ void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, fl
 }
 
 // FIXME: optimize
-void Matrix4x4_ConcatScale (matrix4x4_t *out, float x)
+void Matrix4x4_ConcatScale (matrix4x4_t *out, double x)
 {
        matrix4x4_t base, temp;
        base = *out;
@@ -515,7 +1205,7 @@ void Matrix4x4_ConcatScale (matrix4x4_t *out, float x)
 }
 
 // FIXME: optimize
-void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z)
+void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z)
 {
        matrix4x4_t base, temp;
        base = *out;
@@ -525,14 +1215,67 @@ void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z)
 
 void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, float *out)
 {
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out[0] = in->m[3][0];
+       out[1] = in->m[3][1];
+       out[2] = in->m[3][2];
+#else
        out[0] = in->m[0][3];
        out[1] = in->m[1][3];
        out[2] = in->m[2][3];
+#endif
 }
 
-float Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in)
+double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in)
 {
        // we only support uniform scaling, so assume the first row is enough
-       return (float)sqrt(in->m[0][0] * in->m[0][0] + in->m[0][1] * in->m[0][1] + in->m[0][2] * in->m[0][2]);
+       return sqrt(in->m[0][0] * in->m[0][0] + in->m[0][1] * in->m[0][1] + in->m[0][2] * in->m[0][2]);
 }
 
+void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z)
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[3][0] = x;
+       out->m[3][1] = y;
+       out->m[3][2] = z;
+#else
+       out->m[0][3] = x;
+       out->m[1][3] = y;
+       out->m[2][3] = z;
+#endif
+}
+
+void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z)
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[3][0] += x;
+       out->m[3][1] += y;
+       out->m[3][2] += z;
+#else
+       out->m[0][3] += x;
+       out->m[1][3] += y;
+       out->m[2][3] += z;
+#endif
+}
+
+void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale)
+{
+       out->m[0][0] *= rotatescale;
+       out->m[0][1] *= rotatescale;
+       out->m[0][2] *= rotatescale;
+       out->m[1][0] *= rotatescale;
+       out->m[1][1] *= rotatescale;
+       out->m[1][2] *= rotatescale;
+       out->m[2][0] *= rotatescale;
+       out->m[2][1] *= rotatescale;
+       out->m[2][2] *= rotatescale;
+#ifdef MATRIX4x4_OPENGLORIENTATION
+       out->m[3][0] *= originscale;
+       out->m[3][1] *= originscale;
+       out->m[3][2] *= originscale;
+#else
+       out->m[0][3] *= originscale;
+       out->m[1][3] *= originscale;
+       out->m[2][3] *= originscale;
+#endif
+}