internal void UpdateWorldMatrix(ref MatrixD worldMatrix, bool sortCellsIntoCullObjects) { MyRender.AddAndInterpolateObjectMatrix(m_interpolation, ref worldMatrix); m_clipmapBase.UpdateWorldMatrix(ref worldMatrix, sortCellsIntoCullObjects); SetDirty(); }
internal void UpdateWorldMatrix(ref MatrixD worldMatrix) { m_clipmapBase.UpdateWorldMatrix(ref worldMatrix, true); }