#endif
}
-void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12])
+void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[4][3])
{
#ifdef MATRIX4x4_OPENGLORIENTATION
- out[ 0] = in->m[0][0];
- out[ 1] = in->m[0][1];
- out[ 2] = in->m[0][2];
- out[ 3] = in->m[1][0];
- out[ 4] = in->m[1][1];
- out[ 5] = in->m[1][2];
- out[ 6] = in->m[2][0];
- out[ 7] = in->m[2][1];
- out[ 8] = in->m[2][2];
- out[ 9] = in->m[3][0];
- out[10] = in->m[3][1];
- out[11] = in->m[3][2];
+ out[0][0] = in->m[0][0];
+ out[0][1] = in->m[0][1];
+ out[0][2] = in->m[0][2];
+ out[1][0] = in->m[1][0];
+ out[1][1] = in->m[1][1];
+ out[1][2] = in->m[1][2];
+ out[2][0] = in->m[2][0];
+ out[2][1] = in->m[2][1];
+ out[2][2] = in->m[2][2];
+ out[3][0] = in->m[3][0];
+ out[3][1] = in->m[3][1];
+ out[3][2] = in->m[3][2];
#else
- out[ 0] = in->m[0][0];
- out[ 1] = in->m[1][0];
- out[ 2] = in->m[2][0];
- out[ 3] = in->m[0][1];
- out[ 4] = in->m[1][1];
- out[ 5] = in->m[2][1];
- out[ 6] = in->m[0][2];
- out[ 7] = in->m[1][2];
- out[ 8] = in->m[2][2];
- out[ 9] = in->m[0][3];
- out[10] = in->m[1][3];
- out[11] = in->m[2][3];
+ out[0][0] = in->m[0][0];
+ out[0][1] = in->m[1][0];
+ out[0][2] = in->m[2][0];
+ out[1][0] = in->m[0][1];
+ out[1][1] = in->m[1][1];
+ out[1][2] = in->m[2][1];
+ out[2][0] = in->m[0][2];
+ out[2][1] = in->m[1][2];
+ out[2][2] = in->m[2][2];
+ out[3][0] = in->m[0][3];
+ out[3][1] = in->m[1][3];
+ out[3][2] = in->m[2][3];
#endif
}