Merge remote-tracking branch 'origin/master' into 1.9
# Conflicts: # Content/Editor/Camera/M_Camera.flax # Content/Editor/CubeTexturePreviewMaterial.flax # Content/Editor/DebugMaterials/DDGIDebugProbes.flax # Content/Editor/DebugMaterials/SingleColor/Decal.flax # Content/Editor/DebugMaterials/SingleColor/Particle.flax # Content/Editor/DebugMaterials/SingleColor/Surface.flax # Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax # Content/Editor/DebugMaterials/SingleColor/Terrain.flax # Content/Editor/DefaultFontMaterial.flax # Content/Editor/Gizmo/FoliageBrushMaterial.flax # Content/Editor/Gizmo/Material.flax # Content/Editor/Gizmo/MaterialWire.flax # Content/Editor/Gizmo/SelectionOutlineMaterial.flax # Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax # Content/Editor/Highlight Material.flax # Content/Editor/Icons/IconsMaterial.flax # Content/Editor/IesProfilePreviewMaterial.flax # Content/Editor/Particles/Particle Material Color.flax # Content/Editor/Particles/Smoke Material.flax # Content/Editor/SpriteMaterial.flax # Content/Editor/Terrain/Circle Brush Material.flax # Content/Editor/Terrain/Highlight Terrain Material.flax # Content/Editor/TexturePreviewMaterial.flax # Content/Editor/Wires Debug Material.flax # Content/Engine/DefaultDeformableMaterial.flax # Content/Engine/DefaultMaterial.flax # Content/Engine/DefaultTerrainMaterial.flax # Content/Engine/SingleColorMaterial.flax # Content/Engine/SkyboxMaterial.flax # Source/Engine/Graphics/Materials/MaterialShader.h
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@@ -941,7 +941,7 @@ public:
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// @param rotation The rotation of the transformation.
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// @param translation The translation factor of the transformation.
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// @param result When the method completes, contains the created transformation matrix.
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static void Transformation2D(Float2& scalingCenter, float scalingRotation, const Float2& scaling, const Float2& rotationCenter, float rotation, const Float2& translation, Matrix& result);
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static void Transformation2D(const Float2& scalingCenter, float scalingRotation, const Float2& scaling, const Float2& rotationCenter, float rotation, const Float2& translation, Matrix& result);
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// Creates a world matrix with the specified parameters.
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// @param position Position of the object. This value is used in translation operations.
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