Fixed matrices not being updated in the shader
Former-commit-id: 8eb208b656bec0d63163d2a00768a4216979a8b0
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29755989fd
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@ -707,18 +707,20 @@ void NzRenderer::SetMatrix(nzMatrixType type, const NzMatrix4f& matrix)
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#endif
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#endif
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s_matrix[type] = matrix;
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s_matrix[type] = matrix;
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s_matrixUpdated[type] = false;
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// Invalidation des combinaisons
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// Invalidation des combinaisons
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switch (type)
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if (type == nzMatrixType_View)
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{
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{
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case nzMatrixType_View:
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case nzMatrixType_World:
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s_matrixUpdated[nzMatrixCombination_WorldView] = false;
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case nzMatrixType_Projection:
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s_matrixUpdated[nzMatrixCombination_WorldViewProj] = false;
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s_matrixUpdated[nzMatrixCombination_ViewProj] = false;
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s_matrixUpdated[nzMatrixCombination_ViewProj] = false;
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break;
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s_matrixUpdated[nzMatrixCombination_WorldView] = false;
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}
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}
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else if (type == nzMatrixType_Projection)
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s_matrixUpdated[nzMatrixCombination_ViewProj] = false;
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else if (type == nzMatrixType_World)
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s_matrixUpdated[nzMatrixCombination_WorldView] = false;
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s_matrixUpdated[nzMatrixCombination_WorldViewProj] = false; // Toujours invalidée
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}
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}
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void NzRenderer::SetPointSize(float size)
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void NzRenderer::SetPointSize(float size)
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