You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
Issue by slimsag
Sunday Dec 28, 2014 at 22:49 GMT
Originally opened as azul3d-legacy/gfx#84
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
.The text was updated successfully, but these errors were encountered: