diff options
| author | Ray <[email protected]> | 2019-11-25 11:29:04 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-11-25 11:29:04 +0100 |
| commit | 97abaff4c5daad57c50822fb15b790a7241c7775 (patch) | |
| tree | 6fa1b85b179e340c9cfee9ad7158fe6627d1dc38 /src | |
| parent | 5ad65d9291c446eb4c7c54ff17c2bf11cdf6a118 (diff) | |
| download | raylib-97abaff4c5daad57c50822fb15b790a7241c7775.tar.gz raylib-97abaff4c5daad57c50822fb15b790a7241c7775.zip | |
Support rlPushMatrix() and rlPopMatrix() on mesh drawing
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.h | 9 |
1 files changed, 3 insertions, 6 deletions
@@ -2664,16 +2664,13 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) Matrix matView = modelview; // View matrix (camera) Matrix matProjection = projection; // Projection matrix (perspective) - // TODO: Matrix nightmare! Trying to combine stack matrices with view matrix and local model transform matrix.. - // There is some problem in the order matrices are multiplied... it requires some time to figure out... - Matrix matStackTransform = MatrixIdentity(); - // TODO: Consider possible transform matrices in the stack // Is this the right order? or should we start with the first stored matrix instead of the last one? + //Matrix matStackTransform = MatrixIdentity(); //for (int i = stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(stack[i], matStackTransform); - Matrix matModel = MatrixMultiply(transform, matStackTransform); // Apply local model transformation - Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates + // Transform to camera-space coordinates + Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(transformMatrix, matView)); //----------------------------------------------------- // Bind active texture maps (if available) |
