*/
void model_transformation(const model_t* m, mat_t* transform);
+/*
+ * Get the color of the texture at the given uv coordinates.
+ */
+color_t model_tcolor(const model_t* m, vec_t pt);
+
/*
* Post-multiply a transformation matrix to the internal matrix representing
*/
void model_material(model_t* m, color_t specular, scal_t shininess);
+/*
+ * Set the texture of the model.
+ */
+void model_texture(model_t* m, const void* p);
+
#endif // _MODEL_H_