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Changed camera matrix application order to make more sense.

+3 -9
+3 -9
src/renderer_GL_common.inl
··· 4807 4807 { 4808 4808 if(context->current_shader_block.modelViewProjection_loc >= 0) 4809 4809 { 4810 - float p[16]; 4811 - float mv[16]; 4812 4810 float mvp[16]; 4813 4811 4814 - GPU_MatrixCopy(p, GPU_GetProjection()); 4815 - GPU_MatrixCopy(mv, GPU_GetModelView()); 4812 + // MVP = P * MV 4813 + GPU_MatrixMultiply(mvp, GPU_GetProjection(), GPU_GetModelView()); 4816 4814 4817 4815 if(dest->use_camera) 4818 4816 { 4819 4817 float cam_matrix[16]; 4820 4818 get_camera_matrix(cam_matrix); 4821 4819 4822 - GPU_MultiplyAndAssign(cam_matrix, p); 4823 - GPU_MatrixCopy(p, cam_matrix); 4820 + GPU_MultiplyAndAssign(mvp, cam_matrix); 4824 4821 } 4825 - 4826 - // MVP = P * MV 4827 - GPU_MatrixMultiply(mvp, p, mv); 4828 4822 4829 4823 glUniformMatrix4fv(context->current_shader_block.modelViewProjection_loc, 1, 0, mvp); 4830 4824 }