fixed matfx matrix
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d541301588
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@ -86,6 +86,7 @@ uploadEnvMatrix(Frame *frame)
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RawMatrix envMtx, invMtx;
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RawMatrix envMtx, invMtx;
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Matrix::invert(&invMat, frame->getLTM());
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Matrix::invert(&invMat, frame->getLTM());
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convMatrix(&invMtx, &invMat);
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convMatrix(&invMtx, &invMat);
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invMtx.pos.set(0.0f, 0.0f, 0.0f);
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RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
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RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
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d3ddevice->SetVertexShaderConstantF(VSLOC_texMat, (float*)&envMtx, 4);
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d3ddevice->SetVertexShaderConstantF(VSLOC_texMat, (float*)&envMtx, 4);
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}
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}
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@ -118,6 +118,7 @@ uploadEnvMatrix(Frame *frame)
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RawMatrix invMtx;
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RawMatrix invMtx;
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Matrix::invert(&invMat, frame->getLTM());
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Matrix::invert(&invMat, frame->getLTM());
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convMatrix(&invMtx, &invMat);
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convMatrix(&invMtx, &invMat);
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invMtx.pos.set(0.0f, 0.0f, 0.0f);
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RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
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RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
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}
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}
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glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, (float*)&envMtx);
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glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, (float*)&envMtx);
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