WINTERMUTE: Set camera matrix during 3d setup
This commit is contained in:
parent
cbc7dcc834
commit
e64df162ef
1 changed files with 5 additions and 0 deletions
|
@ -24,6 +24,7 @@
|
||||||
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
|
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
|
||||||
#include "graphics/opengl/system_headers.h"
|
#include "graphics/opengl/system_headers.h"
|
||||||
#include "math/glmath.h"
|
#include "math/glmath.h"
|
||||||
|
#include "camera3d.h"
|
||||||
|
|
||||||
namespace Wintermute {
|
namespace Wintermute {
|
||||||
BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) {
|
BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) {
|
||||||
|
@ -273,6 +274,10 @@ bool BaseRenderOpenGL3D::setup3D(Camera3D* camera, bool force) {
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
|
|
||||||
setProjection();
|
setProjection();
|
||||||
|
|
||||||
|
Math::Matrix4 viewMatrix;
|
||||||
|
camera->GetViewMatrix(&viewMatrix);
|
||||||
|
glLoadMatrixf(viewMatrix.getData());
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue