internal void UpdateEntity(MyActor actor) { //var matrix = actor.WorldMatrix; //matrix.Translation = matrix.Translation - MyEnvironment.CameraPosition; m_mergeGroup.UpdateEntity(actor.ID, ref actor.WorldMatrix); }
internal void UpdateEntity(MyActor actor) { //var matrix = actor.WorldMatrix; //matrix.Translation = matrix.Translation - MyEnvironment.CameraPosition; m_mergeGroup.UpdateEntity(actor, ref actor.WorldMatrix, actor.GetRenderable().m_depthBias); }