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STARK: Cleanup comments
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@ -59,12 +59,12 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
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Math::Matrix4 projection = StarkScene->getProjectionMatrix();
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Math::Matrix4 modelViewMatrix = view * model;
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modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
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modelViewMatrix.transpose(); // OpenGL expects matrices transposed
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(modelViewMatrix.getData());
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Math::Matrix4 projectionMatrix = projection;
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projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
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projectionMatrix.transpose(); // OpenGL expects matrices transposed
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(projectionMatrix.getData());
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@ -65,15 +65,13 @@ void OpenGLSPropRenderer::render(const Math::Vector3d &position, float direction
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Math::Matrix4 projection = StarkScene->getProjectionMatrix();
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Math::Matrix4 modelViewMatrix = view * model;
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modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
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modelViewMatrix.transpose(); // OpenGL expects matrices transposed
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Math::Matrix4 projectionMatrix = projection;
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projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
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projectionMatrix.transpose(); // OpenGL expects matrices transposed
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Math::Matrix4 normalMatrix = modelViewMatrix;
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normalMatrix.invertAffineOrthonormal();
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//normalMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
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//normalMatrix.transpose(); // No need to transpose twice in a row
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_shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
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_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12);
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