In many cases these structs are allocated dynamically, which doesn't guarantee
proper alignment anyway.
friend RageVector4 operator * ( float f, const RageVector4& other ) { return other*f; }
float x, y, z, w;
-} ALIGN(16);
+};
struct RageColor
{
CString ToString() { return ssprintf( "%f,%f,%f,%f", r, g, b, a ); }
float r, g, b, a;
-} ALIGN(16);
+};
/* Convert floating-point 0..1 value to integer 0..255 value. *
*
RageMatrix GetTranspose() const;
float m[4][4];
-} ALIGN(16);
+};
RageColor scale( float x, float l1, float h1, const RageColor &a, const RageColor &b );
#define PRINTF(a,b)
#endif
-#if !defined(ALIGN)
-#if defined(__GNUC__)
-#define ALIGN(n) __attribute__((aligned(n)))
-#else
-#define ALIGN(n)
-#endif
-#endif
-
/* Include this here to make sure our assertion handler is always
* used. (This file is a dependency of most everything anyway,
* so there's no real problem putting it here.) */