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author | João Pedro Braz <brazjoaopedro@ymail.com> | 2023-03-29 10:17:15 -0300 |
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committer | João Pedro Braz <brazjoaopedro@ymail.com> | 2023-03-29 10:37:30 -0300 |
commit | 63c6f0b93ccc0f016b6b6ff7833c31371059a782 (patch) | |
tree | 9e68ecd8225b6334c72bc1d10746832e99664acf /modules/gdscript/language_server/gdscript_extend_parser.cpp | |
parent | 23394bebed07e172f77601baedbd78fd4f423694 (diff) | |
download | redot-engine-63c6f0b93ccc0f016b6b6ff7833c31371059a782.tar.gz |
Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
Diffstat (limited to 'modules/gdscript/language_server/gdscript_extend_parser.cpp')
0 files changed, 0 insertions, 0 deletions