out[2] = in[2];
}
+void softwareuntransform (vec3_t in, vec3_t out)
+{
+ vec3_t v;
+ float s = 1.0f / softwaretransform_scale;
+ v[0] = in[0] - softwaretransform_offset[0];
+ v[1] = in[1] - softwaretransform_offset[1];
+ v[2] = in[2] - softwaretransform_offset[2];
+ out[0] = (v[0] * softwaretransform_x[0] + v[1] * softwaretransform_x[1] + v[2] * softwaretransform_x[2]) * s;
+ out[1] = (v[0] * softwaretransform_y[0] + v[1] * softwaretransform_y[1] + v[2] * softwaretransform_y[2]) * s;
+ out[2] = (v[0] * softwaretransform_z[0] + v[1] * softwaretransform_z[1] + v[2] * softwaretransform_z[2]) * s;
+}
+
// to save time on transforms, choose the appropriate function
void softwaretransform_classify()
{