- pass mirroring info to model drawers.
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
This commit is contained in:
parent
decea97a34
commit
94d1a73ae8
9 changed files with 23 additions and 18 deletions
|
|
@ -82,7 +82,7 @@ namespace swrenderer
|
|||
{
|
||||
}
|
||||
|
||||
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
|
||||
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
|
||||
{
|
||||
ModelActor = actor;
|
||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||
|
|
@ -181,7 +181,7 @@ namespace swrenderer
|
|||
return objectToWorld;
|
||||
}
|
||||
|
||||
void SWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
|
||||
void SWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
|
||||
{
|
||||
ModelActor = actor;
|
||||
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue