void WaterPlane::innerRender( SceneRenderState *state ) { GFXDEBUGEVENT_SCOPE( WaterPlane_innerRender, ColorI( 255, 0, 0 ) ); const Point3F &camPosition = state->getCameraPosition(); Point3F rvec, fvec, uvec, pos; const MatrixF &objMat = getTransform(); //getRenderTransform(); const MatrixF &camMat = state->getCameraTransform(); MatrixF renderMat( true ); camMat.getColumn( 1, &fvec ); uvec.set( 0, 0, 1 ); rvec = mCross( fvec, uvec ); rvec.normalize(); fvec = mCross( uvec, rvec ); pos = camPosition; pos.z = objMat.getPosition().z; renderMat.setColumn( 0, rvec ); renderMat.setColumn( 1, fvec ); renderMat.setColumn( 2, uvec ); renderMat.setColumn( 3, pos ); setRenderTransform( renderMat ); // Setup SceneData SceneData sgData = setupSceneGraphInfo( state ); // set the material S32 matIdx = getMaterialIndex( camPosition ); if ( !initMaterial( matIdx ) ) return; BaseMatInstance *mat = mMatInstances[matIdx]; WaterMatParams matParams = mMatParamHandles[matIdx]; // render the geometry if ( mat ) { // setup proj/world transform mMatrixSet->restoreSceneViewProjection(); mMatrixSet->setWorld(getRenderTransform()); setShaderParams( state, mat, matParams ); while( mat->setupPass( state, sgData ) ) { mat->setSceneInfo(state, sgData); mat->setTransforms(*mMatrixSet, state, sgData); setCustomTextures( matIdx, mat->getCurPass(), matParams ); // set vert/prim buffer GFX->setVertexBuffer( mVertBuff ); GFX->setPrimitiveBuffer( mPrimBuff ); GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, mVertCount, 0, mPrimCount ); } } }