}
}
+void Renderer::set_matrix(const Matrix &matrix)
+{
+ mtx_stack.load(matrix);
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+ mtx_stack *= matrix;
+}
+
void Renderer::set_texture(const Texture *t)
{
state->texture = t;
{
const Matrix &m = mtx_stack.top();
standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
- LinAl::SquareMatrix<float, 3> nm;
- for(unsigned i=0; i<3; ++i)
- for(unsigned j=0; j<3; ++j)
- nm(i, j) = m(i, j);
+ LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
nm = transpose(invert(nm));
standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
changed &= ~MODERN_MATRIX;