+
+ for(y=t; y<=t; --y)
+ for(x=t; x<=t; --x)
+ {
+ float *v;
+ float px, py, pz;
+ float scale;
+
+ v = vertex_data+(y*(t+1)+x)*3;
+ px = v[0]-eye[0];
+ py = (v[0]-eye[0])*look[0] - (v[1]-eye[1])*look[2] + (v[2]-eye[2])*look[1];
+ pz = (v[0]-eye[0])*look[0] + (v[1]-eye[1])*look[1] + (v[2]-eye[2])*look[2];
+ scale = monitor->perspective/pz;
+
+ v = vertex_data+(y*(t+1)+x)*4;
+ v[0] = px*scale+0.5f;
+ v[1] = py*aspect*scale+monitor->vertical_center;
+ v[2] = (monitor->x+(float)x*monitor->width/t)/screen->width;
+ v[3] = 1.0f-(monitor->y+(1.0f-(float)y/t)*monitor->height)/screen->height;
+ }
+