Optimize local lights sphere mesh rendering to match the area better
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@@ -890,7 +890,7 @@ public:
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/// <param name="translation">The translation.</param>
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/// <param name="rotation">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
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/// <param name="scaling">The scaling.</param>
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/// <param name="result">When the method completes, contains the created rotation matrix.</param>
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/// <param name="result">When the method completes, contains the created transformation matrix.</param>
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static void Transformation(const Float3& scaling, const Quaternion& rotation, const Float3& translation, Matrix& result);
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// Creates a 3D affine transformation matrix.
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