void UploadMatrix(void) { D3DTRANSFORMSTATETYPE d3dts[NUM_MATRIX_STACKS] = { D3DTS_VIEW, D3DTS_PROJECTION, D3DTS_TEXTURE0 }; if(msIndex == MAT_TEXTURE) return; if(msIndex == MAT_PROJECTION && scissorActive) ScissorProjection(); else dev->SetTransform(d3dts[msIndex], matStack[msIndex]->GetTop()); }
//=========================================================================== // UpdateScissor // Updates the projection matrix and viewport. //=========================================================================== void UpdateScissor(void) { Viewport(scissorActive? scissor : viewport); ScissorProjection(); }