|
/* Ken Mazaika
February 23, 2005
Quantum Dynamics Header
Copyright 2005
http://home.comcast.net/~kjmaz
*/
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <windows.h>
#include <GL/gl.h>
#pragma once
//Macros For Font Engine
#define PSI_FONT_ENGINE_VERSION 2.57
#define PSI_FONT_BOLD 1
#define PSI_FONT_ITALIC 2
#define PSI_FONT_UNDERLINE 4
#define PSI_FONT_STRIKETHROUGH 8
#define PSI_FONT_3D 1
#define PSI_FONT_BITMAP 0
#define PSI_MAX_CHARS 256
#define PSI_DEFAULT_FONT_EXTRUDE 0.40f
#define PSI_LINE_FONT 1
#define PSI_POLYGON_FONT 0
//Macros For Texture Engine
#define QD_NO_PATH_GIVEN 207
#define QD_INVALID_RESOURCE 208
#define QD_SUCCESS 1
#define QD_NO_AUTO_TEXTURE 571
#define QD_AUTO_TEXURE 572
//PSI_BITMAP_IMAGE
typedef struct {
BITMAPFILEHEADER bmfHeader;
BITMAPINFOHEADER bmiHeader;
GLubyte *image_data;
} QD_BITMAP_IMAGE;
//For The Particle Engine
class Qd3dPoint
{
public:
float m_fX;
float m_fY;
float m_fZ;
};
class QdColor
{
public:
float m_fR;
float m_fG;
float m_fB;
float m_fA;
};
#include "texture.h"
#include "Particle.h"
|
By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.
If a file you wish to view isn't highlighted, and is a text file (not binary), please
let us know and we'll add colourisation support for it.
This article has no explicit license attached to it but may contain usage terms in the article text or the download files themselves. If in doubt please contact the author via the discussion board below.
A list of licenses authors might use can be found here
This member has not yet provided a Biography. Assume it's interesting and varied, and probably something to do with programming.