Added support for transforming homogenous W geometry into world geomtry#199
Added support for transforming homogenous W geometry into world geomtry#199dkollmann wants to merge 45 commits intoelishacloud:masterfrom
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Added support for transforming homogenous W geometry into world geometry.
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Thanks @dkollmann! I will take a look at this soon. |
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Also FYI if you try this code with Black & White, things will have a blue tint. This is because the water plane which should be rendered before all the other geometry, is rendered on top of it instead of behind the other geometry. |
Fixed incorrect game camera position and orientation. Added option to disable lighting. Commented out unneeded XYZW code.
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I made some fixes. Of course lpD3DMatrix has to be replaced, after getting the game camera properties from it. The force push was just an update on the commit comment. |
Ok, I figured this out. You have to set |
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My only last comment is that I prefer to create a struct and add it to the Other than that, I think this is about ready to merge. |
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Ah okay, I created the RenderData.h, because it was not possbile to include the device header in the DebugOverlay.cpp file. |
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Keeping PR in-sync with master branch. |

This is an update on the previous pull request #188.