matrix4x4_t modifiedview;
matrix4x4_t modify;
vec3_t forward, left, up, org;
- float t[4][4];
+ float t[16];
r_refdef.view.useperspective = false;
r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
- t[0][0] = v_isometric_xx.value;
- t[0][1] = v_isometric_xy.value;
- t[0][2] = v_isometric_xz.value;
- t[0][3] = 0.0f;
- t[1][0] = v_isometric_yx.value;
- t[1][1] = v_isometric_yy.value;
- t[1][2] = v_isometric_yz.value;
- t[1][3] = 0.0f;
- t[2][0] = v_isometric_zx.value;
- t[2][1] = v_isometric_zy.value;
- t[2][2] = v_isometric_zz.value;
- t[2][3] = 0.0f;
- t[3][0] = 0.0f;
- t[3][1] = 0.0f;
- t[3][2] = 0.0f;
- t[3][3] = 1.0f;
- Matrix4x4_FromArrayFloatGL(&modify, t[0]);
+ t[0] = v_isometric_xx.value;
+ t[1] = v_isometric_xy.value;
+ t[2] = v_isometric_xz.value;
+ t[3] = 0.0f;
+ t[4] = v_isometric_yx.value;
+ t[5] = v_isometric_yy.value;
+ t[6] = v_isometric_yz.value;
+ t[7] = 0.0f;
+ t[8] = v_isometric_zx.value;
+ t[9] = v_isometric_zy.value;
+ t[10] = v_isometric_zz.value;
+ t[11] = 0.0f;
+ t[12] = 0.0f;
+ t[13] = 0.0f;
+ t[14] = 0.0f;
+ t[15] = 1.0f;
+ Matrix4x4_FromArrayFloatGL(&modify, t);
// if the orientation is locked, extract the origin and create just a translate matrix to start with
if (v_isometric_locked_orientation.integer)