dirty : 1;
c3vec2 size; // in pixels. for fbo/textures/window
c3cam_t cam;
+ c3mat4 projection; // projection matrix
c3geometry_array_t projected;
struct {
* This is a wrapper around a "top level object", the list of projected
* geometries is kept, purged and resorted if the root object becomes
* dirty
- * TODO: Add the camera/eye/arcball control there
*/
typedef struct c3context_t {
int current;
c->current = view;
}
-
#endif /* __C3CONTEXT_H___ */