GLfloat nearval, GLfloat farval );
extern void
-_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, GLfloat width, GLfloat height,
- GLdouble zNear, GLdouble zFar, GLdouble depthMax);
+_math_matrix_viewport( GLmatrix *m, const float scale[3],
+ const float translate[3], double depthMax );
extern void
_math_matrix_set_identity( GLmatrix *dest );