Camera's View * Projection matrix
| 352 | |
| 353 | // Camera's View * Projection matrix |
| 354 | FORCE_INLINE Matrix ViewProjection() |
| 355 | { |
| 356 | return Frustum.GetMatrix(); |
| 357 | } |
| 358 | |
| 359 | // Calculates the world matrix for the given transformation instance rendering. |
| 360 | void GetWorldMatrix(const Transform& transform, Matrix& world) const; |
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