inline void CGLFixedFunctionPipelineManager::SetWorldViewProjectionTransform( const Matrix44& matWorld, const Matrix44& matView, const Matrix44& matProj ) { m_matView = matView; m_matWorld = matWorld; m_matProjection = matProj; Matrix44 matWorldView = matView * matWorld; glMatrixMode( GL_MODELVIEW ); glLoadMatrixf( matWorldView.GetData() ); // glLoadIdentity(); // debug - reset the projection matrix glMatrixMode( GL_PROJECTION ); glLoadMatrixf( matProj.GetData() ); // glLoadIdentity(); // debug - reset the projection matrix }
inline void CGLFixedFunctionPipelineManager::SetProjectionTransform( const Matrix44& matProj ) { m_matProjection = matProj; glMatrixMode( GL_PROJECTION ); glLoadMatrixf( matProj.GetData() ); // glLoadIdentity(); // debug - reset the projection matrix // debug - check the values of the current matrix float mat[16]; glGetFloatv( GL_MODELVIEW_MATRIX, mat ); }
inline void CGLFixedFunctionPipelineManager::SetViewTransform( const Matrix44& matView ) { m_matView = matView; Matrix44 matWorldView = matView * m_matWorld; glMatrixMode( GL_MODELVIEW ); glLoadMatrixf( matWorldView.GetData() ); // glLoadIdentity(); // debug - reset the projection matrix // debug - check the values of the current matrix float mat[16]; glGetFloatv( GL_MODELVIEW_MATRIX, mat ); }