#ifndef _MODEL_RENDER_H_ #define _MODEL_RENDER_H_ #include #include "model.h" #include "generic.h" enum model_render_depth_mode_e{ MODEL_RENDER_DEPTH_NONE = 0, MODEL_RENDER_DEPTH_FULL = 1, MODEL_RENDER_DEPTH_COMPARE = 2 }; BKAnimationList *model_getAnimationList(BKModelBin *arg0); BKTextureList *model_getTextureList(BKModelBin *arg0); void modelRender_reset(void); BKModelBin *modelRender_draw(Gfx **gfx, Mtx **mtx, f32 position[3], f32 rotation[3], f32 scale, f32*arg5, BKModelBin* model_bin); void modelRender_preDraw(GenMethod_1 func, s32 arg); void modelRender_postDraw(GenMethod_1 func, s32 arg); void modelRender_setDisplayList(BKGfxList *gfx_list); void func_8033A308(f32 arg0[3]); void modelRender_setPrimAndEnvColors(s32 env[4], s32 prim[4]); void modelRender_setEnvColor(s32 r, s32 g, s32 b, s32 a); void modelRender_setAlpha(s32 a); void func_8033A444(struct58s *arg0); void func_8033A450(s32 arg0); void func_8033A45C(s32 arg0, s32 arg1); void func_8033A470(s32 arg0, s32 arg1); void modelRender_setTextureList(BKTextureList *textureList); void func_8033A494(s32 arg0); void func_8033A4A0(enum asset_e modelId, f32 arg1, f32 arg2); void modelRender_setVertexList(BKVertexList *vertex_list); void modelRender_setDepthMode(enum model_render_depth_mode_e renderMode); void modelRender_defrag(void); #endif