void GXMRenderer::bindViewProj(const physx::PxMat44 &eye, const RendererProjection &proj) { m_viewMatrix = eye.inverseRT(); convertToSce(m_environment.mViewMatrix, m_viewMatrix); convertToSce(m_environment.mProjMatrix, proj); const PxVec3 &eyePosition = eye.getPosition(); const PxVec3 eyeDirection = -eye.getBasis(2); memcpy(m_environment.mEyePosition, &eyePosition.x, sizeof(float)*3); memcpy(m_environment.mEyeDirection, &eyeDirection.x, sizeof(float)*3); }
void GLES2Renderer::bindViewProj(const physx::PxMat44 &eye, const PxMat44 &proj) { physx::PxMat44 inveye = eye.inverseRT(); // load the projection matrix... PxToGL(m_glProjectionMatrix, proj); // load the view matrix... m_viewMatrix = inveye; m_eyePosition = eye.getPosition(); m_eyeDirection = -eye.getBasis(2); }