// =======================================================================
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());
}
}