-
- 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 );