const Matrix* GetProjectionMatrix( BufferIndex index ) const
{
// inlined as this is called once per frame per render instruction
- return &mCamera->GetProjectionMatrix( index );
+ return &mCamera->GetFinalProjectionMatrix(index);
}
// for reflection effect
const Camera* GetCamera() const
Render::FrameBuffer* mFrameBuffer;
- Context* mContext; ///< The context holding the GL state of rendering
-
private: // Data
Camera* mCamera; ///< camera that is used