//----------------------------------------------------------------------- void RenderSystem::_setWorldMatrices(const Matrix4* m, unsigned short count) { // Do nothing with these matrices here, it never used for now, // derived class should take care with them if required. // Set hardware matrix to nothing _setWorldMatrix(Matrix4::IDENTITY); }
//----------------------------------------------------------------------- void RenderSystem::_setWorldMatrices(const Matrix4* m, unsigned short count) { if (!_isVertexBlendSupported()) { // Save these matrices for software blending later int i; for (i = 0; i < count; ++i) { mWorldMatrices[i] = m[i]; } // Set hardware matrix to nothing _setWorldMatrix(Matrix4::IDENTITY); } // TODO: implement vertex blending support in DX8 & possibly GL_ARB_VERTEX_BLEND (in subclasses) }