*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
Camera::Camera()
: mUpdateViewFlag( UPDATE_COUNT ),
mUpdateProjectionFlag( UPDATE_COUNT ),
Camera::Camera()
: mUpdateViewFlag( UPDATE_COUNT ),
mUpdateProjectionFlag( UPDATE_COUNT ),
mType( DEFAULT_TYPE ),
mProjectionMode( DEFAULT_MODE ),
mInvertYAxis( DEFAULT_INVERT_Y_AXIS ),
mType( DEFAULT_TYPE ),
mProjectionMode( DEFAULT_MODE ),
mInvertYAxis( DEFAULT_INVERT_Y_AXIS ),
{
// If the visibility changes, the projection matrix needs to be re-calculated.
// It may happen the first time an actor is rendered it's rendered only once and becomes invisible,
{
// If the visibility changes, the projection matrix needs to be re-calculated.
// It may happen the first time an actor is rendered it's rendered only once and becomes invisible,
unsigned int projectionUpdateCount = UpdateProjection( updateBufferIndex );
// if model or view matrix changed we need to either recalculate the inverse VP or copy previous
unsigned int projectionUpdateCount = UpdateProjection( updateBufferIndex );
// if model or view matrix changed we need to either recalculate the inverse VP or copy previous