added manual calcs of model-view-proj matrix
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@@ -31,10 +31,10 @@ public:
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Plane planes[6];
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/**
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* Projection matrix
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* View matrix
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* Set by lookAt() method.
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*/
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Matrix worldView;
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Matrix view;
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protected:
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/** Pointer to screen settings */
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@@ -42,7 +42,7 @@ protected:
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/**
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* Adaption of OpenGL lookAt camera.
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* Calculates worldView matrix and update frustum planes
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* Calculates view matrix and update frustum planes
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* Should be called every frame.
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*/
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void lookAt(Vector3 &t_target);
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@@ -39,6 +39,16 @@ private:
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void drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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packet2_t *packets[2] __attribute__((aligned(64)));
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packet2_t *currPacket;
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/**
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* OpenGL name: Model
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* Sony name: local world
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*/
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Matrix model;
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/**
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* OpenGL name: ModelViewProjection
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* Sony name: local screen
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*/
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Matrix modelViewProj;
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u8 context;
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packet2_t *matricesPacket __attribute__((aligned(64)));
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VECTOR position, rotation;
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