//-----------------------------------------------------------------------
    void RenderSystem::_setWorldMatrices(const Matrix4* m, unsigned short count)
    {
        // Do nothing with these matrices here, it never used for now,
		// derived class should take care with them if required.

        // Set hardware matrix to nothing
        _setWorldMatrix(Matrix4::IDENTITY);
    }
示例#2
0
//-----------------------------------------------------------------------
void RenderSystem::_setWorldMatrices(const Matrix4* m, unsigned short count) {
  if (!_isVertexBlendSupported()) {
    // Save these matrices for software blending later
    int i;
    for (i = 0; i < count; ++i) {
      mWorldMatrices[i] = m[i];
    }
    // Set hardware matrix to nothing
    _setWorldMatrix(Matrix4::IDENTITY);
  }
  // TODO: implement vertex blending support in DX8 & possibly GL_ARB_VERTEX_BLEND (in subclasses)
}