18 #ifndef ZENI_QUADRILATERAL_H
19 #define ZENI_QUADRILATERAL_H
36 template <
typename VERTEX>
41 const VERTEX &vertex1,
42 const VERTEX &vertex2,
43 const VERTEX &vertex3);
49 virtual bool is_3d()
const;
51 #ifndef DISABLE_GL_FIXED
55 #ifndef DISABLE_GL_SHADER
78 void * m_alignment_rubbish;
The Direct3D9 Rendering System.
An Abstraction of a Quadrilateral.
Triangle< VERTEX > * get_duplicate_t1() const
Get the second half of the Quadrilateral.
The OpenGL Rendering System.
virtual void render_to(Video_GL_Fixed &screen) const
Overridden for OpenGL rendering.
Quadrilateral< VERTEX > & operator=(const Quadrilateral< VERTEX > &rhs)
The OpenGL Rendering System.
Quadrilateral< VERTEX > * get_duplicate() const
Get a duplicate of the Quadrilateral.
virtual bool is_3d() const
Tell the rendering system if we're using 3D coordinates.
Triangle< VERTEX > * get_duplicate_t0() const
Get the first half of the Quadrilateral.
An Abstraction of a Triangle.
const VERTEX & operator[](const int &index) const
Get 'index'.