// =======================================================================
void OpenGl_Context::ApplyWorldViewMatrix()
{
- if (myShaderManager->ModelWorldState().ModelWorldMatrix() != THE_IDENTITY_MATRIX)
+ /*if (myShaderManager->ModelWorldState().ModelWorldMatrix() != THE_IDENTITY_MATRIX)
{
myShaderManager->UpdateModelWorldStateTo (THE_IDENTITY_MATRIX);
}
if (myShaderManager->WorldViewState().WorldViewMatrix() != WorldViewState.Current())
{
myShaderManager->UpdateWorldViewStateTo (WorldViewState.Current());
+ }*/
+#if !defined(GL_ES_VERSION_2_0)
+ if (core11 != NULL)
+ {
+ core11->glMatrixMode (GL_MODELVIEW);
+ core11->glLoadMatrixf (WorldViewState.Current());
+ }
+#endif
+
+ if (!myShaderManager->IsEmpty())
+ {
+ myShaderManager->UpdateModelWorldStateTo (THE_IDENTITY_MATRIX);
+ myShaderManager->UpdateWorldViewStateTo (WorldViewState.Current());
}
}