示例#1
0
void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, float *r_modelmat)
{
	Render *re = engine->re;
	BKE_camera_multiview_model_matrix(re ? &re->r : NULL, camera, re->viewname, (float (*)[4])r_modelmat);
}
示例#2
0
/* the view matrix is used by the viewport drawing, it is basically the inverted model matrix */
void BKE_camera_multiview_view_matrix(RenderData *rd, Object *camera, const bool is_left, float r_viewmat[4][4])
{
	BKE_camera_multiview_model_matrix(rd, camera, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, r_viewmat);
	invert_m4(r_viewmat);
}