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@@ -500,10 +500,12 @@ export class Texture extends BaseTexture {
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Matrix.TranslationToRef(-this.uRotationCenter, -this.vRotationCenter, -this.wRotationCenter, TmpVectors.Matrix[0]);
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Matrix.TranslationToRef(this.uRotationCenter, this.vRotationCenter, this.wRotationCenter, TmpVectors.Matrix[1]);
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Matrix.ScalingToRef(this._cachedUScale, this._cachedVScale, 0, TmpVectors.Matrix[2]);
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+ Matrix.TranslationToRef(this._cachedUOffset, this._cachedVOffset, 0, TmpVectors.Matrix[3]);
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TmpVectors.Matrix[0].multiplyToRef(this._rowGenerationMatrix!, this._cachedTextureMatrix);
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this._cachedTextureMatrix.multiplyToRef(TmpVectors.Matrix[1], this._cachedTextureMatrix);
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this._cachedTextureMatrix.multiplyToRef(TmpVectors.Matrix[2], this._cachedTextureMatrix);
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+ this._cachedTextureMatrix.multiplyToRef(TmpVectors.Matrix[3], this._cachedTextureMatrix);
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// copy the translation row to the 3rd row of the matrix so that we don't need to update the shaders (which expects the translation to be on the 3rd row)
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this._cachedTextureMatrix.setRowFromFloats(2, this._cachedTextureMatrix.m[12], this._cachedTextureMatrix.m[13], this._cachedTextureMatrix.m[14], 1);
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