internal void SetWorldMatrix(Matrix4x4 worldMatrix) { var worldTransposed = Matrix4x4.Transpose(worldMatrix); var viewTransposed = Matrix4x4.Transpose(viewMatrix); var projectionTransposed = Matrix4x4.Transpose(projectionMatrix); MatricesBuffer matricesBuffer = new MatricesBuffer(ref worldTransposed, ref viewTransposed, ref projectionTransposed); deviceContext.UpdateSubresource <MatricesBuffer>(ref matricesBuffer, this.worldViewProjectionMatrixBuffer); deviceContext.VertexShader.SetConstantBuffer(0, this.worldViewProjectionMatrixBuffer); }
internal void SetWorldMatrix(Matrix4x4 worldMatrix) { var worldTransposed = Matrix4x4.Transpose(worldMatrix); var viewTransposed = Matrix4x4.Transpose(viewMatrix); var projectionTransposed = Matrix4x4.Transpose(projectionMatrix); MatricesBuffer matricesBuffer = new MatricesBuffer(ref worldTransposed, ref viewTransposed, ref projectionTransposed); deviceContext.UpdateSubresource<MatricesBuffer>(ref matricesBuffer, this.worldViewProjectionMatrixBuffer); deviceContext.VertexShader.SetConstantBuffer(0, this.worldViewProjectionMatrixBuffer); }