diff --git a/programs/level.c b/programs/level.c index 873ff1d..aa8b83e 100644 --- a/programs/level.c +++ b/programs/level.c @@ -194,7 +194,7 @@ void draw() S3L_Vec4 screenPoint; - project3DPointToScreen(teleportPoint,scene.camera,&screenPoint); + S3L_project3DPointToScreen(teleportPoint,scene.camera,&screenPoint); if (screenPoint.w > 0 && screenPoint.x >= 0 && screenPoint.x < S3L_resolutionX && diff --git a/small3dlib.h b/small3dlib.h index b620295..b39517b 100644 --- a/small3dlib.h +++ b/small3dlib.h @@ -635,7 +635,7 @@ S3L_Unit S3L_sqrt(S3L_Unit value); can be useful e.g. for drawing sprites. The w component of input and result holds the point size. If this size is 0 in the result, the sprite is outside the view. */ -void project3DPointToScreen( +void S3L_project3DPointToScreen( S3L_Vec4 point, S3L_Camera camera, S3L_Vec4 *result); @@ -1625,7 +1625,7 @@ static inline void S3L_perspectiveDivide(S3L_Vec4 *vector, vector->y = (vector->y * focalLength) / vector->z; } -void project3DPointToScreen( +void S3L_project3DPointToScreen( S3L_Vec4 point, S3L_Camera camera, S3L_Vec4 *result)