GLubyte *rgbData; // Array of bytes with the colour data for the texture
} texture;
-
-typedef GLfloat vector[3]; // Vector datatyle
-
typedef struct {
- GLfloat parameter; // Transform amount
- vector* vect; // Transform vector
+ GLfloat amount; // Transform amount
+ GLfloat vector[3]; // Transform vector
} transform;
typedef struct {
int mesh; // Mesh index number
int texture; // Texture index number
float x,y,z; // Scene position
- vector* scale; // Scale vector
+ GLfloat scale[3]; // Scale vector
transform rotation; // Rotation transformation
} SceneObject;
M_LIGHT_RGBALL_LIGHT_2
};
-#endif /* TYPES_H */
+// Manipulation states
+enum manipulateStates {
+ STATE_CAMERA_ROTATE_MOVE,
+ STATE_OBJECT_POSITION_SCALE,
+ STATE_OBJECT_ROTATION_TEXTURE_SCALE
+};
+#endif /* TYPES_H */
\ No newline at end of file