Skyboxes now use Renderer ViewMatrix
instead of camera's one Former-commit-id: ba78dd0c5a00a71f933b7f7e091d6d48f58827e9
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28175f3170
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97b2e90fb9
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@ -204,9 +204,7 @@ void NzSkyboxBackground::Draw(const NzScene* scene) const
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nzUInt8 textureUnit;
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m_shader->SendTexture(m_shader->GetUniformLocation("Skybox"), m_texture, &textureUnit);
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const NzCamera* camera = scene->GetActiveCamera();
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const NzMatrix4f& viewMatrix = camera->GetViewMatrix();
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const NzMatrix4f& viewMatrix = NzRenderer::GetMatrix(nzMatrixType_View);
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NzMatrix4f skyboxMatrix(viewMatrix);
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skyboxMatrix.SetTranslation(NzVector3f::Zero());
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@ -219,7 +217,7 @@ void NzSkyboxBackground::Draw(const NzScene* scene) const
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NzRenderer::SetFaceFilling(nzFaceFilling_Fill);
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NzRenderer::SetIndexBuffer(m_indexBuffer);
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NzRenderer::SetMatrix(nzMatrixType_View, skyboxMatrix);
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NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Scale(NzVector3f(camera->GetZNear())));
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NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Scale(NzVector3f(scene->GetActiveCamera()->GetZNear())));
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NzRenderer::SetShader(m_shader);
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NzRenderer::SetTextureSampler(textureUnit, m_sampler);
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NzRenderer::SetVertexBuffer(m_vertexBuffer);
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