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 );
}