Open azul3d-bot opened 8 years ago
Comment by slimsag
Sunday Dec 28, 2014 at 23:17 GMT
For now, as a workaround, you can pass a gfx.Mat4
as input to a shader and use that (combined with View
and Projection
matrices) instead of the default MVP
matrix.
One may desire to skip the usage of
gfx.Transform
for objects and jump right to using their own 4x4 transformation matrix.We should have a way to do this that can (somewhat?) play nicely with
gfx.Transform
.