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Found 2 results

  1. As the title says, I need the world and model matrix for my filter. What happens, as far as I can tell, is that no matter where I am in the game-world, the shader will always be at the center of the screen, it doesn't care about the game world. What I need is for it to be relative to the sprite it is actually being applied on. Is this built in, or do I need to set them using my own uniforms, and if so, can I get matrices from sprites? This is really annoying me as my filters doesn't work well when the game-world is being moved, scaled and rotated.
  2. Hi, I'm trying to debug why my mesh is not getting deformed as is should be, and am trying to work back to understand which transformation of the vertex is causing the distortion. On a bone i can see what appear to be 4 transformation matrices. Can anyone explain the difference between: •base matrix •absolute matrix •matrix •world transform I don't entirely understand which of these gets used by a mesh vertex which is weighted to it?
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