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The next best option - in my opinion - is a dedicated type. I don't think that could be optimized because you could use the dedicated type in any context, but it would give you the ease of use. Plus it would be natural for it to return the identity transform when empty. Baring that, I think making a packed array type would have other impacts because they are also cases for Variant. I also think that adding this to every transform would be detrimental for other places where transforms are used. |
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In GodotSharp, there are Transform?D class which used for custom drawing, that code looks similar as OpenGL, DX.
I suggest to add matrix stack feature which legacy OpenGL and some extra libraries for modern OpenGL, DirectXMath supports.
This feature will useful for who wants to render a lots of things or complicated things manually in
_Draw
function.I suggest to add Transform?D.Push() and Transform?D.Pop() method or Adding external Matrix Stack class for Transform.
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