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authorJoão Pedro Braz <brazjoaopedro@ymail.com>2023-03-29 10:17:15 -0300
committerJoão Pedro Braz <brazjoaopedro@ymail.com>2023-03-29 10:37:30 -0300
commit63c6f0b93ccc0f016b6b6ff7833c31371059a782 (patch)
tree9e68ecd8225b6334c72bc1d10746832e99664acf /modules/gdscript/language_server/gdscript_extend_parser.cpp
parent23394bebed07e172f77601baedbd78fd4f423694 (diff)
downloadredot-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')
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