virtual void render(CameraInfo const &cam, int pass) { Matrix m; cam.getModelView(this, &m); glLoadTransposeMatrixf((float *)m.rows); mdl_->bind(); mdl_->issueBatch(m, batch_, bones_); glAssertError(); }
virtual void render(CameraInfo const &cam, int pass) { glAssertError(); Matrix m; cam.getModelView(this, &m); m.setTranslation(Vec3(0, 0, 0)); mdl_->bind(); size_t cnt; TriangleBatch const *tb = mdl_->batches(&cnt); for (size_t i = 0; i != cnt; ++i) { mdl_->issueBatch(m, i, bones_); } }