+
+ Matrix &finalProjection = mFinalProjection[ updateBufferIndex ];
+ finalProjection.SetIdentity();
+
+ Quaternion rotationAngle;
+ switch( mProjectionRotation )
+ {
+ case 90:
+ {
+ rotationAngle = Quaternion( Dali::ANGLE_90, Vector3::ZAXIS );
+ break;
+ }
+ case 180:
+ {
+ rotationAngle = Quaternion( Dali::ANGLE_180, Vector3::ZAXIS );
+ break;
+ }
+ case 270:
+ {
+ rotationAngle = Quaternion( Dali::ANGLE_270, Vector3::ZAXIS );
+ break;
+ }
+ default:
+ rotationAngle = Quaternion( Dali::ANGLE_0, Vector3::ZAXIS );
+ break;
+ }
+
+ Matrix rotation;
+ rotation.SetIdentity();
+ rotation.SetTransformComponents( Vector3( 1.0f, 1.0f, 1.0f ), rotationAngle, Vector3( 0.0f, 0.0f, 0.0f ) );
+
+ Matrix::Multiply( finalProjection, mProjectionMatrix.Get( updateBufferIndex ), rotation );