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bool WorldToScreen(float* world, float* screen)
{
screen[0] = (m->m[0][0] * world[0]) + (m->m[1][0] * world[1]) + (m->m[2][0] * world[2]) + m->m[3][0];
screen[1] = (m->m[0][1] * world[0]) + (m->m[1][1] * world[1]) + (m->m[2][1] * world[2]) + m->m[3][1];
float check = (m->m[0][3] * world[0]) + (m->m[1][3] * world[1]) + (m->m[2][3] * world[2]) + m->m[3][3];
if (check != 0.0f) {
check = 1.0f / check;
screen[0] = screen[0] * check;
screen[1] = screen[1] * check;
}
return check <= 0.0;
}
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