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gfx.Transform and arbitrary transformation matrices. #136

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azul3d-bot opened this issue Mar 6, 2016 · 1 comment
Open

gfx.Transform and arbitrary transformation matrices. #136

azul3d-bot opened this issue Mar 6, 2016 · 1 comment

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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.

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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.

@slimsag slimsag added the gfx label Mar 6, 2016
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