#pragma once #include class ClipChunk_SPU { public: void *chunk; int globalIdx; bool visible; float aabb[6]; int xm, ym, zm; }; class LevelRenderer_cull_DataIn { public: static const int sc_listSize = 8000; float fdraw[6 * 4]; Vectormath::Aos::Matrix4 clipMat; int numClipChunks; ClipChunk_SPU* pClipChunks; int numGlobalChunks; unsigned char* pGlobalChunkFlags; int chunkLists; int numToRender_layer0; int numToRender_layer1; int* listArray_layer0; // where to output the display lists to be rendered int* listArray_layer1; float* zDepth_layer0; float* zDepth_layer1; float maxDepthRender; float maxHeightRender; int padding[3]; };