Expert Overview: Botafogo FR vs Sport Recife
The upcoming match between Botafogo FR and Sport Recife, set for November 18, 2025, at 23:30, presents intriguing betting opportunities. With a balanced set of predictions, bettors can explore various outcomes based on historical performance and current odds. The average total goals are projected at 3.93, suggesting a potentially high-scoring game. Both teams’ defensive strategies in the first half could lead to fewer goals, as indicated by the high odds for ‘Both Teams Not To Score In 1st Half’ at 92.10. However, the likelihood of over 1.5 goals in the match stands at 78.10, hinting at an exciting encounter.
Botafogo FR
Sport Recife
(FT)
Predictions:
| Market | Prediction | Odd | Result |
|---|---|---|---|
| Both Teams Not To Score In 1st Half | 93.20% | (3-2) 1-2 1H 1.15 | |
| Both Teams Not To Score In 2nd Half | 80.20% | (3-2) 2-0 2H 1.25 | |
| Away Team Not To Score In 1st Half | 80.00% | (3-2) | |
| Over 1.5 Goals | 79.90% | (3-2) 1.14 | |
| Over 0.5 Goals HT | 80.20% | (3-2) 1-2 1H 1.22 | |
| Home Team To Score In 1st Half | 68.90% | (3-2) | |
| Away Team Not To Score In 2nd Half | 66.60% | (3-2) | |
| Over 4.5 Cards | 63.50% | (3-2) | |
| Home Team To Win | 56.90% | (3-2) 1.21 | |
| Under 5.5 Cards | 60.10% | (3-2) | |
| Both Teams Not to Score | 56.20% | (3-2) 2.10 | |
| Home Team To Score In 2nd Half | 57.80% | (3-2) | |
| Avg. Total Goals | 4.03% | (3-2) | |
| Yellow Cards | 3.51% | (3-2) | |
| Avg. Conceded Goals | 1.94% | (3-2) | |
| Avg. Goals Scored | 1.19% | (3-2) | |
| Red Cards | 1.53% | (3-2) |
Betting Predictions
- Both Teams Not To Score In 1st Half: 92.10
- Both Teams Not To Score In 2nd Half: 78.60
- Away Team Not To Score In 1st Half: 78.90
- Over 1.5 Goals: 78.10
- Over 0.5 Goals HT: 80.00
First Half Dynamics
- Home Team To Score In 1st Half: 70.70
- Away Team Not To Score In 1st Half: 78.90
Second Half Predictions
- Away Team Not To Score In 2nd Half: 70.30
- Home Team To Score In 2nd Half: 54.70
Other Key Predictions
- Over 4.5 Cards: 64.30
- Home Team To Win: 60.30
- Under 5.5 Cards: 56.90
- Both Teams Not to Score: 55.30
Average Statistics
- Avg. Total Goals: 3.93
- Avg. Conceded Goals: 1.54
- Avg. Goals Scored: 1.29
Cards Prediction
- Yellow Cards: 2.91
- Red Cards: 0.73
Additiona
// M3DAPI void
// M3DSetMaterialProperties (m3d_uint32 materialId,
// m3d_uint32 properties,
// m3d_real32 *values);
//
// Set material properties.
//
// Parameters:
//
// materialId : ID of the material to modify.
//
// properties : A bitfield of property IDs (see m3d_material_property) indicating
// which properties to modify.
//
// values : Array of values for the properties to be modified.
//
// Returns:
//
// Nothing.
//
M3DAPI void M3D_CALLCONV M3DSetMaterialProperties (m3d_uint32 materialId,
m3d_uint32 properties,
m3d_real32 *values)
{
// Get the Material object
M3D_DEBUG_ASSERT(materialId != M3DMATERIAL_ID_NONE);
Material *material = static_cast(m_Materials[materialId]);
// Get a pointer to the material’s property values
m3d_real32 *propValues = material->GetValues();
// If this is not a valid property ID mask, return without doing anything
if (properties == M3DMATERIAL_PROPERTY_NONE)
return;
// For each bit that is set in the mask
while (properties != M3DMATERIAL_PROPERTY_NONE)
{
// Get the highest order bit that is set
m3d_uint32 prop = properties & (-properties);
// Set this property in the material
switch (prop)
{
case M3DMATERIAL_PROPERTY_AMBIENT:
memcpy(&propValues[MATERIAL_PROP_AMBIENT],
values,
sizeof(m3d_real32) * MATERIAL_PROP_NUM_CHANNELS);
break;
case M3DMATERIAL_PROPERTY_DIFFUSE:
memcpy(&propValues[MATERIAL_PROP_DIFFUSE],
values,
sizeof(m3d_real32) * MATERIAL_PROP_NUM_CHANNELS);
break;
case M3DMATERIAL_PROPERTY_SPECULAR:
memcpy(&propValues[MATERIAL_PROP_SPECULAR],
values,
sizeof(m3d_real32) * MATERIAL_PROP_NUM_CHANNELS);
break;
case M3DMATERIAL_PROPERTY_EMISSION:
memcpy(&propValues[MATERIAL_PROP_EMISSION],
values,
sizeof(m3d_real32) * MATERIAL_PROP_NUM_CHANNELS);
break;
case M3DMATERIAL_PROPERTY_SHININESS:
propValues[MATERIAL_PROP_SHININESS] = *values;
break;
case M3DMATERIAL_PROPERTY_OPACITY:
propValues[MATERIAL_PROP_OPACITY] = *values;
break;
default:
break;
}
// Shift the property mask to the next highest bit
properties &= ~prop;
}
}
//—————————————————————————–
//
// Function Name: M3DGetMaterialProperty
//
// Description: Get a single material property value.
//
// Arguments: materialId – ID of the material whose property to get.
//
// property – Property to get (see m3d_material_property).
//
// value – Pointer to where to store the value of the property.
//
// Returns: Nothing.
//
//—————————————————————————–
M3DAPI void
M3D_CALLCONV M3DGetMaterialProperty (m3d_uint32 materialId,
m3d_material_property property,
m3d_real32 *value)
{
// Get a pointer to the material’s property values
Material *material = static_cast(m_Materials[materialId]);
m_MaterialManager->GetMaterialProperty(materialId, property, value);
}
//—————————————————————————–
//
// Function Name: M3DSetTextureProperties
//
// Description: Set texture properties.
//
// Arguments: textureId – ID of the texture whose properties to modify.
//
// properties – A bitfield of texture property IDs (see
// m3d_texture_property) indicating which properties
// to modify.
//
// values – Array of values for the properties to be modified.
//
// Returns: Nothing.
//
//—————————————————————————–
M3DAPI void
M3D_CALLCONV M3DSetTextureProperties (m3d_uint32 textureId,
m3d_uint32 properties,
m3d_real32 *values)
{
// Get a pointer to the texture’s property values
Texture *texture = static_cast(m_Textures[textureId]);
m_TextureManager->SetTextureProperties(textureId, properties, values);
}
//—————————————————————————–
//
// Function Name: M3DGetTextureProperty
//
// Description: Get a single texture property value.
//
// Arguments: textureId – ID of the texture whose property to get.
//
// property – Property to get (see m3d_texture_property).
//
// value – Pointer to where to store the value of the property.
//
// Returns: Nothing.
//
//—————————————————————————–
M3DAPI void
M3D_CALLCONV M3DGetTextureProperty (m3d_uint32 textureId,
m3d_texture_property property,
m3d_real32 *value)
{
// Get a pointer to the texture’s property values
Texture *texture = static_cast(m_Textures[textureId]);
m_TextureManager->GetTextureProperty(textureId, property, value);
}
//—————————————————————————–
//
// Function Name: M3DDrawLineList
//
// Description: Draw an array of lines using a given material and vertex buffer.
//
// Arguments: lineCount – Number of lines in lineList array.
//
// lineList – Array containing line data (see struct line_data).
//
// materialId – ID of material used when drawing lines.
//
// vertexBuffer – ID of vertex buffer used when drawing lines.
//
// Returns: Nothing.
//
//—————————————————————————–
M3DAPI void
M3D_CALLCONV M3DDrawLineList (m_size_t lineCount,
const struct line_data *lineList,
m_size_t materialId,
m_size_t vertexBuffer)
{
// Get pointers to our materials and buffers
Material *material = static_cast(m_Materials[materialId]);
VertexBuffer *vertexBufferObj = static_cast(m_VertexBuffers[vertexBuffer]);
// Setup our vertex data pointers so that we can draw multiple lines with one call
const VertexData::VertexDataElement* pVertexDataElements = vertexBufferObj->GetElements();
unsigned int numVerticesPerLine = pVertexDataElements->GetSize() / sizeof(VertexData::Vertex);
const VertexData::Vertex* pVertices = reinterpret_cast(vertexBufferObj->GetData());
for (unsigned int i=0; iHasNormals())
{
const VertexData::Normal* pNormals = reinterpret_cast(vertexBufferObj->GetNormals());
pStartNormal = &pNormals[line.startIndex];
pEndNormal = &pNormals[line.endIndex];
}
// Setup our matrices for this line segment if necessary
if(line.matrixIndex != INVALID_MATRIX_INDEX)
{
Matrix4x4 matrix;
if(line.matrixIndex == MATRIX_INDEX_WORLD_MATRIX)
{
matrix.SetIdentity();
}
else if(line.matrixIndex == MATRIX_INDEX_WORLD_VIEW_MATRIX)
{
matrix.SetIdentity();
matrix.Multiply(m_ViewMatrix);
}
else if(line.matrixIndex == MATRIX_INDEX_WORLD_VIEW_PROJ_MATRIX)
{
matrix.SetIdentity();
matrix.Multiply(m_ViewMatrix);
matrix.Multiply(m_ProjectionMatrix);
}
else if(line.matrixIndex == MATRIX_INDEX_WORLD_INVERSE_TRANSPOSE_MATRIX)
{
matrix.SetIdentity();
matrix.Multiply(m_InverseTransposeWorldMatrix);
}
else if(line.matrixIndex == MATRIX_INDEX_WORLD_NORMAL_MATRIX)
{
matrix.SetIdentity();
matrix.Multiply(m_WorldNormalMatrix);
}
else if(line.matrixIndex == MATRIX_INDEX_WORLD_VIEW_INVERSE_TRANSPOSE_MATRIX)
{
Matrix4x4 worldInverseTransposeMatrix;
worldInverseTransposeMatrix.SetIdentity();
worldInverseTransposeMatrix.Multiply(m_InverseTransposeWorldMatrix);
matrix.SetIdentity();
matrix.Multiply(m_ViewMatrix);
matrix.Multiply(worldInverseTransposeMatrix);
}
else if(line.matrixIndex == MATRIX_INDEX_WORLD_VIEW_NORMAL_MATRIX)
{
Matrix4x4 worldNormalMatrix;
worldNormalMatrix.SetIdentity();
worldNormalMatrix.Multiply(m_WorldNormalMatrix);
matrix.SetIdentity();
matrix.Multiply(m_ViewMatrix);
matrix.Multiply(worldNormalMatrix);
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#else //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#endif //!defined(MATH_USE_MATRICES_16_BIT_FLOATS)
#if defined(USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE) && !defined(GLES_OVER_GLX) && !defined(GLX_OVER_GLES) && !defined(USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLX) && !defined(USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLES) && !WINCE
indirectDrawParameters.count = numVerticesPerLine;
indirectDrawParameters.type = GL_LINES;
indirectDrawParameters.first = i*numVerticesPerLine;
unsigned int indirectDrawOffsetInBytes = indirectDrawParameters.first*sizeof(unsigned int);
unsigned int indirectDrawStrideInBytes = numVerticesPerLine*sizeof(unsigned int);
unsigned int indirectDrawOffsetAndStrideInBytes = indirectDrawOffsetInBytes + indirectDrawStrideInBytes;
if(indirectDrawOffsetAndStrideInBytes > MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES)
{
DrawIndirectBufferIndirectDraw(numVerticesPerLine*lineCount, &indirectDrawParameters, vertexBufferObj->GetHandle(), indirectDrawOffsetAndStrideInBytes);
for(unsigned int j=0; jGetHandle(), indirectDrawOffsetAndStrideInBytes);
}
return;
}
#else
#ifdef GLES_OVER_GLX
#ifndef USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLES
#error “You must define USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLES when using OpenGL ES over GLX!”
#endif //USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLES
#ifdef USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLES
#define INDIRECT_DRAW_OFFSET_TYPE unsigned int
#define INDIRECT_DRAW_OFFSET_AND_STRIDE_TYPE unsigned int
#define INDIRECT_DRAW_MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES UINT_MAX
#define INDIRECT_DRAW_MULTIPLE_DRAW_CALL_COUNT uint_to_dword(MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES/sizeof(unsigned int))
#define INDIRECT_DRAW_MULTIPLE_DRAW_CALL_COUNT_SUB_ONE uint_to_dword((MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES/sizeof(unsigned int))-1)
#define INDIRECT_DRAW_MULTIPLE_DRAW_CALL_COUNT_SHIFTED_SUB_ONE uint_to_dword((MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES/sizeof(unsigned int))-1)*8+0
#define INDIRECT_DRAW_MULTIPLE_DRAW_CALL_COUNT_MASK uint_to_dword((MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES/sizeof(unsigned int))-1)<<8+255
#define INDIRECT_DRAW_MULTIPLE_DRAW_CALL_COUNT_SHIFTED uint_to_dword(MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES/sizeof(unsigned int))*8+0
#define INDIRECT_DRAW_MULTIPLE_DRAW_CALL_COUNT_MASK_SHIFTED uint_to_dword(MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND_STRIDE_IN_BYTES/sizeof(unsigned int))<<8+255
#else //#ifdef USE_DWORD_INSTEAD_OF_UINT64_T_FOR_INDIRECT_BUFFER_OFFSET_AND_STRIDE_GLES
#define INDIRECT_DRAW_OFFSET_TYPE uint64_t
#define INDIRECT_DRAW_OFFSET_AND_STRIDE_TYPE uint64_t
#define INDIRECT_DRAW_MAX_DRAW_INDIRECT_BUFFER_OFFSET_AND
