void RendererDisplayList::add(RendererObj *obj, const float *m) { PF_ASSERT(this->isCompiled() == false); Elem elem; if (m) { elem.isIdentity = 0; elem.model = mat4x4f(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8], m[9], m[10],m[11], m[12],m[13],m[14],m[15]); } else { elem.isIdentity = 1; elem.model = mat4x4f(one); } elem.object = obj; this->objects.push_back(elem); }
void identity() { dirty.flags.mvp=1; vp[vpmode] = mat4x4f(one); }