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- /*
- File: RAVE Utilities.h
-
- Contains: RAVE Utilities defines a number of useful functions for working with RAVE,
- including functions to find the deepest GDevice, loading textures from a PICT
- resource, and so on. Essentially, it defines a number of pieces of common code
- that were useful to many of my projects.
-
- Written by: Timothy Carroll
-
- Copyright: Copyright © 1998-1999 by Apple Computer, Inc., All Rights Reserved.
-
- You may incorporate this Apple sample source code into your program(s) without
- restriction. This Apple sample source code has been provided "AS IS" and the
- responsibility for its operation is yours. You are not permitted to redistribute
- this Apple sample source code as "Apple sample source code" after having made
- changes. If you're going to re-distribute the source, we require that you make
- it clear in the source that the code was descended from Apple sample source
- code, but that you've made changes.
-
- Change History (most recent first):
- 7/15/1999 Karl Groethe Updated for Metrowerks Codewarror Pro 2.1
-
-
- */
-
- #ifndef _RAVEUTILITIES_
- #define _RAVEUTILITIES_
-
- #pragma once
-
- #include <RAVE.h>
- #include "Common Stuff.h"
-
-
- /*****************************************************************************
- LOOKUP TABLES
-
- I use SIN and COS in a number of places, and we don't need perfect precision,
- so we generate a set of lookup tables on 0.5 degree increments. Most of the
- 3D math routines use these lookups to generate matrices.
- *****************************************************************************/
-
- extern float gSinArray[721]; // [720] = [0]
- extern float gCosArray[721]; // [720] = [0]
-
- OSStatus InitializeLookups(void);
-
-
- /*****************************************************************************
- RAVE ENGINE FUNCTIONS
-
- FindTextureMappingEngine walks the list of available engines and returns
- the first engine capable of Texture Mapping.
-
- GetListOfEngines creates a handle filled with references to all engines
- available to the application.
- *****************************************************************************/
-
- TQAEngine *FindTextureMappingEngine (TQADevice *device);
- OSStatus GetListOfEngines (GDHandle screen, Handle *list, long *number);
-
-
- /*****************************************************************************
- TEXTURES
-
- LoadTextureFromPictResource loads a PICT resource, draws it into an offscreen
- GWorld, creates a RAVE texture, and then detaches it so that the engine is
- responsible for managing it. Complete texture management code would probably
- want to make sure that the textures are also available as a GWorld, so that
- they can be quickly loaded and unloaded from the card.
- *****************************************************************************/
-
- TQATexture *LoadTextureFromPictResource (TQAEngine *engine, short pictID);
-
-
- #endif _RAVEUTILITIES_
-