Change graphics subsystem to 4x4 matrices
4x4 matrices aren't as optimal, but are much more sensible to handle when you want to do more advanced stuff like scaling, skewing, or inversion.
This commit is contained in:
@@ -367,10 +367,7 @@ void gs_device::UpdateBlendState()
|
||||
|
||||
void gs_device::UpdateViewProjMatrix()
|
||||
{
|
||||
matrix3 cur_matrix;
|
||||
gs_matrix_get(&cur_matrix);
|
||||
|
||||
matrix4_from_matrix3(&curViewMatrix, &cur_matrix);
|
||||
gs_matrix_get(&curViewMatrix);
|
||||
|
||||
/* negate Z col of the view matrix for right-handed coordinate system */
|
||||
curViewMatrix.x.z = -curViewMatrix.x.z;
|
||||
|
Reference in New Issue
Block a user