mirror of https://github.com/godotengine/godot
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit
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| .. | ||
| dummy | ||
| environment | ||
| renderer_rd | ||
| storage | ||
| SCsub | ||
| renderer_canvas_cull.cpp | ||
| renderer_canvas_cull.h | ||
| renderer_canvas_render.cpp | ||
| renderer_canvas_render.h | ||
| renderer_compositor.cpp | ||
| renderer_compositor.h | ||
| renderer_geometry_instance.cpp | ||
| renderer_geometry_instance.h | ||
| renderer_scene_cull.cpp | ||
| renderer_scene_cull.h | ||
| renderer_scene_occlusion_cull.cpp | ||
| renderer_scene_occlusion_cull.h | ||
| renderer_scene_render.cpp | ||
| renderer_scene_render.h | ||
| renderer_viewport.cpp | ||
| renderer_viewport.h | ||
| rendering_device.cpp | ||
| rendering_device.h | ||
| rendering_device_binds.cpp | ||
| rendering_device_binds.h | ||
| rendering_method.cpp | ||
| rendering_method.h | ||
| rendering_server_default.cpp | ||
| rendering_server_default.h | ||
| rendering_server_globals.cpp | ||
| rendering_server_globals.h | ||
| shader_compiler.cpp | ||
| shader_compiler.h | ||
| shader_language.cpp | ||
| shader_language.h | ||
| shader_preprocessor.cpp | ||
| shader_preprocessor.h | ||
| shader_types.cpp | ||
| shader_types.h | ||
| shader_warnings.cpp | ||
| shader_warnings.h | ||