void Light::applyOnlyRotation(int projection_nb) { if(m_type == OMNI) return; if(m_type == SUN) { #ifdef MERGEFORSUN return; #endif Viewpoint* targetVp = RENDER_MANAGER.getRenderPassInfo()->lod_viewpoint; targetVp->applyOnlyRotation(projection_nb); return; } Transformf trans(node()->getGlobalTransform()); Matrix3d rotation = trans.getRotation(); Transformf transform(rotation.getInverse(),Vector3f(),Vector3f(1,1,1)); transform.glMultd(); }