GLOOM

For GLOOM (Amiga) style games.

File:
gloom.lib, gloom.dll
Version:
1.0
Author:
Marcus Johansson

Contents

Details
Sub routines


Details

GLOOM was a game developed for Amiga computers by Black Magic Software a long long time ago. Technically it landed somewhere between Wolfenstein and Doom. With this library you can make games that resembles GLOOM.


Subroutines

Initialization

Name
Parameters
Brief description
function
GLOOM_Init
fov#, renderW, renderH
Initialize library.
procedure
GLOOM_InitMap
sizeX, sizeZ
Initialize map.
procedure
GLOOM_SetWallHeight
wallHeight#
Set wall height.
procedure
GLOOM_SetFog
r, g, b, zMin#, zMax#, steps
Set fog and the far clip plane.
function
GLOOM_FogR
Get the red color component of the fog.
function
GLOOM_FogG
Get the green color component of the fog.
function
GLOOM_FogB
Get the blue color component of the fog.

Walls

Name
Parameters
Brief description
procedure
GLOOM_AddWall
img, x1#, z1#, x2#, z2#, repeat#, id
Add a wall.

Walls

Name
Parameters
Brief description
procedure
GLOOM_AddInvisibleWall
x1#, z1#, x2#, z2#, repeat#, id
Add an invisible wall.
function
GLOOM_AddIndexedWall
img, x1#, z1#, x2#, z2#, repeat#, id
Add an indexed wall.
function
GLOOM_AddInvisibleIndexedWall
x1#, z1#, x2#, z2#, repeat#, id
Add an invisible indexed wall.
procedure
GLOOM_RemoveWall
index
Remove a wall.
function
GLOOM_GetWallInfo?
index
Get complete information about a wall.
procedure
GLOOM_SetWallPosition
index, x1#, z1#, x2#, z2#
Set wall position.
procedure
GLOOM_SetWallTexture
index, img
Set wall texture.
procedure
GLOOM_SetWallTextureRepeat
index, rep#
Set the repeat count of a wall's texture.
procedure
GLOOM_SetWallID
index, id
Set an identifier for a wall.
procedure
GLOOM_AddPolyWall
img, &coords#[][]
Add walls from a polyline.
procedure
GLOOM_AddInvisiblePolyWall
&coords#[][]
Add invisible walls from a polyline.
function
GLOOM_AddIndexedPolyWall
img, &coords#[][]
Add indexed walls from a polyline.
function
GLOOM_AddInvisibleIndexedPolyWall
&coords#[][]
Add invisible indexed walls from a polyline.
procedure
GLOOM_PositionPolyWall
index, &coords#[][]
Change positions of a wall sequence already added with GLOOM_AddIndexedPolyWall.

Floor and ceiling

Name
Parameters
Brief description
procedure
GLOOM_SetFloor
x, z, img
Set floor texture for the square unit at discrete position (x, y).
procedure
GLOOM_SetCeiling
x, z, img
Set ceiling texture for the square unit at discrete position (x, y).
procedure
GLOOM_CoverFloor
img
Cover entire floor with one texture.
procedure
GLOOM_CoverCeiling
img
Cover entire ceiling with one texture.
function
GLOOM_GetFloor
x, z
Get floor texture.
function
GLOOM_GetCeiling
x, z
Get ceiling texture.

Sprites

Name
Parameters
Brief description
procedure
GLOOM_AddSprite
img, x#, z#, y#, h#, imgCel, additiveDraw
Add a sprite.
function
GLOOM_AddIndexedSprite
img, x#, z#, y#, h#, imgCel, additiveDraw
Add an indexed sprite.
procedure
GLOOM_SetSpritePosition
index, x#, z#, y#
Set sprite position.
procedure
GLOOM_SetSpriteTexture
index, img, imgCel
Set sprite texture.
procedure
GLOOM_RemoveSprite
index
Remove sprite.
procedure
GLOOM_ClearSprites
Remove all sprites.

Player

Name
Parameters
Brief description
procedure
GLOOM_Render
xPos#, zPos#, angle#
Render view.
procedure
GLOOM_PushOut
&x#, &z#, r#
Push circular object away from the walls..
function
GLOOM_CastRay?
x#, z#, dx#, dz#
Cast a ray and get information about the hit wall.
function
GLOOM_ClosestWallDistance#
x#, z#, dx#, dz#
Return distance to the closest wall from a position and direction.
function
GLOOM_FacingWall
x#, z#, a#, maxDistance#
Return index of a wall that is faced from a specific position and angle.
function
GLOOM_FacingWallID
x#, z#, a#, maxDistance#
Return ID of a wall that is faced from a specific position and angle.
function
GLOOM_FacingTexture
x#, z#, a#, maxDistance#
Return texture of a wall that is faced from a specific position and angle.
function
GLOOM_Visible
x1#, z1#, x2#, z2#
Return true if a point is visible from another point.

Map files

Name
Parameters
Brief description
function
GLOOM_LoadMap
filename$
Load a map created with the GLOOM Map Editor.
function
GLOOM_LoadedMapWalls?[]
Return wall data of a loaded map.
function
GLOOM_LoadedMapWidth
Return width (x size) of a loaded map.
function
GLOOM_LoadedMapHeight
Return height (z size) of a loaded map.
function
GLOOM_LoadedMapGrid[][][]
Return discrete grid data of map.
function
GLOOM_LoadedMapGridLayer?[][]
gridLayer
Return values of a specific grid layer.
function
GLOOM_LoadedMapGridPositions?[]
gridLayer, value
Return the positions in the specified grid layer that contains a certain value.
procedure
GLOOM_BuildLoadedMapWalls
Automatically build walls from data loaded with GLOOM_LoadMap.
procedure
GLOOM_BuildLoadedMapFloor
gridLayer
Automatically build floor from data loaded with GLOOM_LoadMap.
procedure
GLOOM_BuildLoadedMapCeiling
gridLayer
Automatically build ceiling from data loaded with GLOOM_LoadMap.

Advanced

Name
Parameters
Brief description
procedure
GLOOM_ClearTransformation
Clear the transformation used when adding/modifying walls.
procedure
GLOOM_Translate
x#, z#
Translate upcomming wall positions.
procedure
GLOOM_Rotate
a#
Rotate upcomming wall positions.
procedure
GLOOM_Scale
x#, z#
Scale upcomming wall positions.


Subroutine documentation

function GLOOM_Init ( fov#, renderW, renderH )

Initialize the library. The function will return false if gloom.dll could not be loaded. Make sure to include it next to your executable file.

Parameter
Mode
Description
fov#
In
Field of view, values will be cropped to the range [45..120].
renderW
In
Rendering width, usually you should set it to width(primary).
renderH
In
Rendering height, usually you should set it to height(primary).

Return value
True on success, else false.

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procedure GLOOM_InitMap ( sizeX, sizeZ )

Before adding walls to a map you need to initialize its size. A unit (1) is twice as long as the distance between the floor and the player's eyes (0.5). Walls that are placed outside the boundaries of the map will not be rendered. Each square unit may contain a floor and ceiling texture.

Parameter
Mode
Description
sizeX
In
Width of map.
sizeZ
In
Height of map.

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procedure GLOOM_SetWallHeight ( wallHeight# )

Wall height can only be set for the entire map. With the player's eyes at 0.5, the default wall height is 1.0.

Parameter
Mode
Description
wallHeight#
In
Wall height.

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procedure GLOOM_SetFog ( r, g, b, zMin#, zMax#, steps )

You can use this function to set a fog color and/or the far clip plane for rendering. Walls at a greater distance than zMax from the view point will not be rendered. If you don't want a fog effect you can set zMin and zMax to the same value (default 32.0). If you set the steps parameter to anything but 0, the fog will only have that many steps (6 yields 6 steps of fog) for a retro touch.

Parameter
Mode
Description
r
In
Red color component.
g
In
Green color component.
b
In
Blue color component.
zMin#
In
The distance from the player where the fog starts.
zMax#
In
The distance from the player where the fog ends.
steps
In
Fog steps (0 for normal fog)

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function GLOOM_FogR ( )

Return value
Red color component of the fog.

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function GLOOM_FogG ( )

Return value
Green color component of the fog.

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function GLOOM_FogB ( )

Return value
blue color component of the fog.

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procedure GLOOM_AddWall ( img, x1#, z1#, x2#, z2#, repeat#, id )

Add a textured wall between two points on the (2D) map. If you want to identify this wall later on, with GLOOM_FacingWallID, you can set an identifier for it with ID.

Parameter
Mode
Description
img
In
Image/Texture of wall.
x1#
In
X coordinate of the wall's start point.
z1#
In
Z coordinate of the wall's start point.
x2#
In
X coordinate of the wall's end point.
z2#
In
Z coordinate of the wall's end point.
repeat#
In
Number of times the texture should be repeated over the wall.
id
In
Identifier of the wall, usually 0.

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procedure GLOOM_AddInvisibleWall ( x1#, z1#, x2#, z2#, repeat#, id )

Same as GLOOM_AddWall, but makes the wall invisible. You can use this in combination with sprites for static objects like barrels and pillars.

Parameter
Mode
Description
x1#
In
X coordinate of the wall's start point.
z1#
In
Z coordinate of the wall's start point.
x2#
In
X coordinate of the wall's end point.
z2#
In
Z coordinate of the wall's end point.
repeat#
In
Number of times the texture should be repeated over the wall.
id
In
Identifier of the wall, usually 0.

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function GLOOM_AddIndexedWall ( img, x1#, z1#, x2#, z2#, repeat#, id )

Same as GLOOM_AddWall, but returns the internal index (starting at 0) of the wall. If you want to change a wall's properties later on, you do it through this index.

Parameter
Mode
Description
img
In
Image/Texture of wall.
x1#
In
X coordinate of the wall's start point.
z1#
In
Z coordinate of the wall's start point.
x2#
In
X coordinate of the wall's end point.
z2#
In
Z coordinate of the wall's end point.
repeat#
In
Number of times the texture should be repeated over the wall.
id
In
Identifier of the wall, usually 0.

Return value

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function GLOOM_AddInvisibleIndexedWall ( x1#, z1#, x2#, z2#, repeat#, id )

Same as GLOOM_AddIndexedWall, but makes the wall invisible. You can use this in combination with sprites for static objects like barrels and pillars.

Parameter
Mode
Description
x1#
In
X coordinate of the wall's start point.
z1#
In
Z coordinate of the wall's start point.
x2#
In
X coordinate of the wall's end point.
z2#
In
Z coordinate of the wall's end point.
repeat#
In
Number of times the texture should be repeated over the wall.
id
In
Identifier of the wall, usually 0.

Return value

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procedure GLOOM_RemoveWall ( index )

Remove wall with the specified index.

Parameter
Mode
Description
index
In
Wall index.

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function GLOOM_GetWallInfo? ( index )

Return all stored information about a wall with a certain index. The returned object will contain the following fields:

i - Index, same as the one passed to the function id - Identifier, 0 unless set to something else x1# - X coordinate of first point z1# - Z coordinate of first point x2# - X coordinate of second point z2# - Z coordinate of second point r# - Texture repeat count v - Visible, true or false

Parameter
Mode
Description
index
In
Wall index.

Return value
Object with wall information.

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procedure GLOOM_SetWallPosition ( index, x1#, z1#, x2#, z2# )

Change the position of an already added wall using the index returned from GLOOM_AddIndexedWall.

Parameter
Mode
Description
index
In
Wall index.
x1#
In
X coordinate of the wall's start point.
z1#
In
Z coordinate of the wall's start point.
x2#
In
X coordinate of the wall's end point.
z2#
In
Z coordinate of the wall's end point.

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procedure GLOOM_SetWallTexture ( index, img )

Change the texture/image of an already added wall using the index returned from GLOOM_AddIndexedWall.

Parameter
Mode
Description
index
In
Wall index.
img
In
Texture/Image.

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procedure GLOOM_SetWallTextureRepeat ( index, rep# )

Change the texture repeat count of an already added wall using the index returned from GLOOM_AddIndexedWall.

Parameter
Mode
Description
index
In
Wall index.
rep#
In
Texture repeat count.

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procedure GLOOM_SetWallID ( index, id )

Change the identifier an already added wall using the index returned from GLOOM_AddIndexedWall.

Parameter
Mode
Description
index
In
Wall index.
id
In
Identifier.

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procedure GLOOM_AddPolyWall ( img, &coords#[][] )

Add walls from a polyline in the format [[x1, z1], [x2, z2] ... [xN, zN]]. The first wall will use the start and end points (x1, z1) and (x2, z2). The second wall will use the start and end points (x2, z2) and (x3, z3), and so on.

Parameter
Mode
Description
img
In
Texture/image of the walls.
coords#[][]
In
Coordinates of the walls.

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procedure GLOOM_AddInvisiblePolyWall ( &coords#[][] )

Same as GLOOM_AddPolyWall, but makes the walls invisible. You can use this in combination with sprites for static objects like barrels and pillars.

Parameter
Mode
Description
coords#[][]
In
Coordinates of the walls.

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function GLOOM_AddIndexedPolyWall ( img, &coords#[][] )

Same as GLOOM_AddPolyWall, but returns the index of the first wall. The index of the following walls will be the returned index + 1, + 2 and so on.

Parameter
Mode
Description
img
In
Texture/image of the walls.
coords#[][]
In
Coordinates of the walls.

Return value
Index of the first wall.

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function GLOOM_AddInvisibleIndexedPolyWall ( &coords#[][] )

Same as GLOOM_AddIndexedPolyWall, but makes the walls invisible. You can use this in combination with sprites for static objects like barrels and pillars.

Parameter
Mode
Description
coords#[][]
In
Coordinates of the walls.

Return value
Index of the first wall.

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procedure GLOOM_PositionPolyWall ( index, &coords#[][] )

Change positions of a wall sequence using the index returned from GLOOM_AddIndexedPolyWall.

Parameter
Mode
Description
index
In
Indexed returned from GLOOM_AddIndexedPolyWall.
coords#[][]
In
Coordinates of the walls.

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procedure GLOOM_SetFloor ( x, z, img )

Parameter
Mode
Description
x
In
X coordinate.
z
In
Z coordinate.
img
In
Texture/Image.

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procedure GLOOM_SetCeiling ( x, z, img )

Parameter
Mode
Description
x
In
X coordinate.
z
In
Z coordinate.
img
In
Texture/Image.

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procedure GLOOM_CoverFloor ( img )

Parameter
Mode
Description
img
In
Texture/Image.

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procedure GLOOM_CoverCeiling ( img )

Parameter
Mode
Description
img
In
Texture/Image.

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function GLOOM_GetFloor ( x, z )

Return floor texture/image at specified position.

Parameter
Mode
Description
x
In
X coordinate.
z
In
Z coordinate.

Return value
Texture/image.

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function GLOOM_GetCeiling ( x, z )

Return ceiling texture/image at specified position.

Parameter
Mode
Description
x
In
X coordinate.
z
In
Z coordinate.

Return value
Texture/image.

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procedure GLOOM_AddSprite ( img, x#, z#, y#, h#, imgCel, additiveDraw )

Add a sprite at specified position. The Y coordinate is measured from the floor (0.0) and up.

Parameter
Mode
Description
img
In
Texture/Image.
x#
In
X coordinate.
z#
In
Z coordinate.
y#
In
Y coordinate.
h#
In
Height.
imgCel
In
Cel in image grid to use (0 if image has no grid)
additiveDraw
In
True for additive draw mode.

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function GLOOM_AddIndexedSprite ( img, x#, z#, y#, h#, imgCel, additiveDraw )

Same as GLOOM_AddSprite but returns the internal index of the sprite. This index can be used for modifying and removing the sprite.

Parameter
Mode
Description
img
In
Texture/Image.
x#
In
X coordinate.
z#
In
Z coordinate.
y#
In
Y coordinate.
h#
In
Height.
imgCel
In
Cel in image grid to use (0 if image has no grid)
additiveDraw
In
True for additive draw mode.

Return value

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procedure GLOOM_SetSpritePosition ( index, x#, z#, y# )

Set position of a sprite added with GLOOM_AddIndexedSprite.

Parameter
Mode
Description
index
In
Sprite index.
x#
In
X coordinate.
z#
In
Z coordinate.
y#
In
Y coordinate.

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procedure GLOOM_SetSpriteTexture ( index, img, imgCel )

Set texture of sprite added with GLOOM_AddIndexedSprite.

Parameter
Mode
Description
index
In
Sprite index.
img
In
Texture/Image.

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procedure GLOOM_RemoveSprite ( index )

Permanently remove sprite added with GLOOM_AddIndexedSprite.

Parameter
Mode
Description
index
In
Sprite index.

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procedure GLOOM_ClearSprites ( )

Remove all sprites.

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procedure GLOOM_Render ( xPos#, zPos#, angle# )

Render view from specified view position and angle.

Parameter
Mode
Description
xPos#
In
X coordinate.
zPos#
In
Z coordinate.
angle#
In
Angle.

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procedure GLOOM_PushOut ( &x#, &z#, r# )

This function is meant for collision handling. It will push an object at position (x, z) with radius r out from the walls. Call it, for example, right after moving a player or enemy.

Parameter
Mode
Description
&x#
In
X coordinate.
&z#
In
Z coordinate.
r#
In
radius.

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function GLOOM_CastRay? ( x#, z#, dx#, dz# )

Return all stored information about any wall hit by a ray going from (x, z) in the direction (dx dz). The returned object will contain the following fields:

h - true if a wall has been hit, else false (no other fields will be present) i - Index of wall. id - Identifier, 0 unless set to something else x1# - X coordinate of first point z1# - Z coordinate of first point x2# - X coordinate of second point z2# - Z coordinate of second point r# - Texture repeat count v - Visible, true or false

Parameter
Mode
Description
x#
In
- X coordinate of ray start point
z#
In
- Z coordinate of ray start point.
dx#
In
- Ray X direction
dz#
In
- Ray Z direection

Return value
Object with wall information.

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function GLOOM_ClosestWallDistance# ( x#, z#, dx#, dz# )

Return distance to the closest wall from a position and direction.

Parameter
Mode
Description
x#
In
- X coordinate
z#
In
- Z coordinate
dx#
In
- X direction
dz#
In
- Z direection

Return value
Distance to closest wall.

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function GLOOM_FacingWall ( x#, z#, a#, maxDistance# )

Return the index of a wall that someone standing at (x, z) is facing in the angle a (degrees). maxDistance is the max allowed distance to the wall. If no wall is faced, -1 is returned.

Parameter
Mode
Description
x#
In
X coordinate of viewer.
z#
In
Z coordinate of viewer.
a#
In
Angle of viewer.
maxDistance#
In
Max distance to wall.

Return value
Wall index.

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function GLOOM_FacingWallID ( x#, z#, a#, maxDistance# )

Return the ID of a wall that someone standing at (x, z) is facing in the angle a (degrees). maxDistance is the max allowed distance to the wall. If no wall is faced, -1 is returned.

Parameter
Mode
Description
x#
In
X coordinate of viewer.
z#
In
Z coordinate of viewer.
a#
In
Angle of viewer.
maxDistance#
In
Max distance to wall.

Return value
Wall ID.

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function GLOOM_FacingTexture ( x#, z#, a#, maxDistance# )

Return the texture/image of a wall that someone standing at (x, z) is facing in the angle a (degrees). maxDistance is the max allowed distance to the wall. If no wall is faced, -1 is returned.

Parameter
Mode
Description
x#
In
X coordinate of viewer.
z#
In
Z coordinate of viewer.
a#
In
Angle of viewer.
maxDistance#
In
Max distance to wall.

Return value
Wall texture/image.

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function GLOOM_Visible ( x1#, z1#, x2#, z2# )

Return true if point (x2, z2) is visible from point (x1, z1). If the function returns false, there's a wall between the points.

Parameter
Mode
Description
x1#
In
X coordinate of the first point.
z1#
In
Z coordinate of the first point.
x2#
In
X coordinate of the second point.
z2#
In
Z coordinate of the second point.

Return value
True if points can see eachother.

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function GLOOM_LoadMap ( filename$ )

This loads a map created with the GLOOM Map Editor but doesn't do anything with the loaded data. You can use GLOOM_LoadedMapWalls and GLOOM_LoadedMapGrid to get all the information about the loaded map and do what you want with the data. You can also use GLOOM_BuildLoadedMapWalls, GLOOM_BuildLoadedMapFloor and GLOOM_BuildLoadedMapCeiling to automaically build the actual map, but then you'll lose lots of control.

Parameter
Mode
Description
filename$
In
Filename.

Return value
True on success, else false.

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function GLOOM_LoadedMapWalls?[] ( )

Return wall data of a map loaded with GLOOM_LoadMap. You can get the number walls by calling sizeof on the returned object array. Each wall object has the following fields:

  val - The value of the wall
  x1# - X coordinate of the first point
  z1# - Z coordinate of the first point
  x2# - X coordinate of the first point
  z2# - Z coordinate of the first point
  d# - Length of the wall.

Return value
Object array representing all walls in the loaded map.

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function GLOOM_LoadedMapWidth ( )

Return width of a loaded map. You can pass this to GLOOM_InitMap.

Return value
Width of loaded map.

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function GLOOM_LoadedMapHeight ( )

Return height of a loaded map. You can pass this to GLOOM_InitMap.

Return value
Height of loaded map.

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function GLOOM_LoadedMapGrid[][][] ( )

Return a three dimensional array containing the values of the layers Grid 1, Grid 2, Grid 3 and Grid 4 in the GLOOM Map Editor. The values are aranged as [X COORDINATE][Z COORDINATE][0..3], where 0 is Grid 1, 1 is Grid 2, and so on.

Return value
Three dimensional array of grid data.

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function GLOOM_LoadedMapGridLayer?[][] ( gridLayer )

Return a two dimensional array containing the values of the specified grid layer. It's an object array in the form [X COORDINATE][Z COORDINATE], where each object has a field named value.

Parameter
Mode
Description
gridLayer
In
Grid layer, [1..4].

Return value
Two dimensional array with grid layer values.

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function GLOOM_LoadedMapGridPositions?[] ( gridLayer, value )

Return an object array with the positions, in the specified grid layer, that contains a certain value. GLOOM_LoadedMapGridPositions(3, 10) will return an array with the positions of all value 10:s in grid layer 3. Each object in the array has an integer x and z field.

Return value
Object array with positions.

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procedure GLOOM_BuildLoadedMapWalls ( )

This will ADD walls from a map loaded with GLOOM_LoadMap. It assumes that the loaded values represent already loaded images/textures. The texture repeat will be set to the integer length of the wall, rounded down but never set to anything lower than 1.

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procedure GLOOM_BuildLoadedMapFloor ( gridLayer )

Automatically build floor from data loaded with GLOOM_LoadMap. This will assume that the values for the given grid layer represent already loaded images/textures. Pass 1 as gridLayer for grid layer 1, 2 for grid layer 2 and so on. Before calling this, you must have set the map width and height with GLOOM_InitMap so that it matches the loaded data.

Parameter
Mode
Description
gridLayer
In
Grid layer, [1..4] in the GLOOM Map Editor.

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procedure GLOOM_BuildLoadedMapCeiling ( gridLayer )

Automatically build ceiling from data loaded with GLOOM_LoadMap. This will assume that the values for the given grid layer represent already loaded images/textures. Pass 1 as gridLayer for grid layer 1, 2 for grid layer 2 and so on. Before calling this, you must have set the map width and height with GLOOM_InitMap so that it matches the loaded data.

Parameter
Mode
Description
gridLayer
In
Grid layer, [1..4] in the GLOOM Map Editor.

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procedure GLOOM_ClearTransformation ( )

Don't forget to call this after adding walls if you have used GLOOM_Translate, GLOOM_Rotate or GLOOM_Scale to position them.

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procedure GLOOM_Translate ( x#, z# )

Apply translation to the transformation matrix used for upcomming wall positions.

Parameter
Mode
Description
x#
In
X translate.
z#
In
Z translate.

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procedure GLOOM_Rotate ( a# )

Apply rotation to the transformation matrix used for upcomming wall positions.

Parameter
Mode
Description
a#
In
Angle (degrees).

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procedure GLOOM_Scale ( x#, z# )

Apply scaling to the transformation matrix used for upcomming wall positions.

Parameter
Mode
Description
x#
In
X scale.
z#
In
Z scale.

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