本文整理汇总了C++中CPVRTModelPOD::SetFrame方法的典型用法代码示例。如果您正苦于以下问题:C++ CPVRTModelPOD::SetFrame方法的具体用法?C++ CPVRTModelPOD::SetFrame怎么用?C++ CPVRTModelPOD::SetFrame使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CPVRTModelPOD
的用法示例。
在下文中一共展示了CPVRTModelPOD::SetFrame方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PVRShellGetTime
/*!****************************************************************************
@Function RenderScene
@Return bool true if no error occured
@Description Main rendering loop function of the program. The shell will
call this function every frame.
eglSwapBuffers() will be performed by PVRShell automatically.
PVRShell will also manage important OS events.
Will also manage relevent OS events. The user has access to
these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3TextureStreaming::RenderScene()
{
// Clears the color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Time based animation and locks the app to 60 FPS.
// Uses the shell function PVRShellGetTime() to get the time in milliseconds.
unsigned long ulTime = PVRShellGetTime();
unsigned long ulDeltaTime = ulTime - m_ulTimePrev;
m_ulTimePrev = ulTime;
m_fFrame += (float)ulDeltaTime * (60.0f/1000.0f);
m_fBandScroll += (float)ulDeltaTime * (60.0f/1000.0f) * c_fBandScrollSpeed;
if(m_fFrame > m_Scene.nNumFrame - 1)
m_fFrame = 0.0f;
if(m_fBandScroll > 1.0f)
m_fBandScroll = -c_fBandWidth;
bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
m_Scene.SetFrame(m_fFrame);
// Setup the main camera
PVRTVec3 vFrom, vTo(0.0f), vUp(0.0f, 1.0f, 0.0f);
float fFOV;
// Camera nodes are after the mesh and light nodes in the array
int i32CamID = m_Scene.pNode[m_Scene.nNumMeshNode + m_Scene.nNumLight + c_ui32Camera].nIdx;
// Get the camera position, target and field of view (fov)
if(m_Scene.pCamera[i32CamID].nIdxTarget != -1) // Does the camera have a target?
fFOV = m_Scene.GetCameraPos( vFrom, vTo, c_ui32Camera); // vTo is taken from the target node
else
fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, c_ui32Camera); // vTo is calculated from the rotation
float fTargetAspect = 960.0f/640.0f;
float fAspect = (float)PVRShellGet(prefWidth) / (float)PVRShellGet(prefHeight);
fFOV *= fTargetAspect / fAspect;
PVRTMat4 mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);
PVRTMat4 mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), c_fCameraNear,
c_fCameraFar, PVRTMat4::OGL, bRotate);
PVRTMat4 mViewProjection = mProjection * mView;
DrawPODScene(mViewProjection);
// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
m_Print3D.DisplayDefaultTitle("Texture Streaming", c_pszDescription, ePVRTPrint3DSDKLogo);
m_Print3D.Flush();
++m_i32Frame;
return true;
}
示例2: PVRShellGetTime
/*!****************************************************************************
@Function Update
@Description Handles user input and updates all timing data.
******************************************************************************/
void OGLES3ShadowMapping::Update()
{
if (PVRShellIsKeyPressed(PVRShellKeyNameSELECT)) m_bDebug = !m_bDebug;
if (PVRShellIsKeyPressed(PVRShellKeyNameLEFT)) m_fBias *= 0.9f;
if (PVRShellIsKeyPressed(PVRShellKeyNameRIGHT)) m_fBias *= 1.1f;
// Calculates the frame number to animate in a time-based manner.
// Uses the shell function PVRShellGetTime() to get the time in milliseconds.
static unsigned long ulTimePrev = PVRShellGetTime();
unsigned long ulTime = PVRShellGetTime();
unsigned long ulDeltaTime = ulTime - ulTimePrev;
ulTimePrev = ulTime;
static float fFrame = 0;
if (!m_bDebug)
fFrame += (float)ulDeltaTime * 0.05f;
if (fFrame > m_Scene.nNumFrame-1)
fFrame = 0;
// Update the animation data
m_Scene.SetFrame(fFrame);
PVRTVec3 vFrom, vTo, vUp;
float fFOV = m_Scene.GetCamera(vFrom, vTo, vUp, 0) * 0.75f;
m_mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), m_Scene.pCamera[0].fNear, m_Scene.pCamera[0].fFar, PVRTMat4::OGL, m_bRotate);
m_mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);
m_Scene.GetLight(m_vLightPosition, m_vLightDirection, 0);
PVRTVec3 lightFrom, lightTo, lightUp;
m_Scene.GetCamera(lightFrom, lightTo, lightUp, 1);
m_mLightView = PVRTMat4::LookAtRH(lightFrom, lightTo, lightUp);
m_mLightProjection = PVRTMat4::PerspectiveFovRH(PVRT_PI_OVER_TWO, 1.0f, m_Scene.pCamera[1].fNear, m_Scene.pCamera[1].fFar, PVRTMat4::OGL, m_bRotate);
}
示例3: DrawModel
/*******************************************************************************
* Function Name : DrawModel
* Description : Draws the model
*******************************************************************************/
void OGLESSkinning::DrawModel()
{
//Set the frame number
m_Scene.SetFrame(m_fFrame);
// Enable lighting
glEnable(GL_LIGHTING);
// Enable States
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Iterate through all the mesh nodes in the scene
for(int iNode = 0; iNode < (int)m_Scene.nNumMeshNode; ++iNode)
{
//Get the mesh node.
SPODNode* pNode = &m_Scene.pNode[iNode];
//Get the mesh that the mesh node uses.
SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx];
// bind the VBO for the mesh
glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[pNode->nIdx]);
// bind the index buffer, won't hurt if the handle is 0
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[pNode->nIdx]);
// Loads the correct texture using our texture lookup table
if(pNode->nIdxMaterial == -1)
glBindTexture(GL_TEXTURE_2D, 0); // It has no pMaterial defined. Use blank texture (0)
else
glBindTexture(GL_TEXTURE_2D, m_puiTextures[pNode->nIdxMaterial]);
//If the mesh has bone weight data then we must be skinning.
bool bSkinning = pMesh->sBoneWeight.n != 0;
if(bSkinning)
{
//If we are skinning then enable the relevant states.
glEnableClientState(GL_MATRIX_INDEX_ARRAY_OES);
glEnableClientState(GL_WEIGHT_ARRAY_OES);
}
else
{
// If we're not using matrix palette then get the world matrix for the mesh
// and transform the model view matrix by it.
PVRTMat4 worldMatrix;
m_Scene.GetWorldMatrix(worldMatrix, *pNode);
//Push the modelview matrix
glPushMatrix();
glMultMatrixf(worldMatrix.f);
}
// Set Data Pointers
// Used to display non interleaved geometry
glVertexPointer(pMesh->sVertex.n, GL_FLOAT, pMesh->sVertex.nStride, pMesh->sVertex.pData);
glNormalPointer(GL_FLOAT, pMesh->sNormals.nStride, pMesh->sNormals.pData);
glTexCoordPointer(pMesh->psUVW[0].n, GL_FLOAT, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
if(bSkinning)
{
//Set up the indexes into the matrix palette.
m_Extensions.glMatrixIndexPointerOES(pMesh->sBoneIdx.n, GL_UNSIGNED_BYTE, pMesh->sBoneIdx.nStride, pMesh->sBoneIdx.pData);
m_Extensions.glWeightPointerOES(pMesh->sBoneWeight.n, GL_FLOAT, pMesh->sBoneWeight.nStride, pMesh->sBoneWeight.pData);
}
// Draw
/*
2 variables used by the indexed triangle-strip version of the drawing code that is included as an
example but is unused as the .pod file supplied contains indexed triangle-list data.
*/
int i32Strip = 0;
int i32Offset = 0;
/*
As we are using bone batching we don't want to draw all the faces contained within pMesh at once, we only
want to draw the ones that are in the current batch. To do this we loop through the batches and pass to the
the draw call the offser to the start of the current batch of triangles
(pMesh->sBoneBatches.pnBatchOffset[i32Batch]) and the total number of triangles to draw (i32Tris)
*/
for(int i32Batch = 0; i32Batch < (bSkinning ? pMesh->sBoneBatches.nBatchCnt : 1); ++i32Batch)
{
// If the mesh is used for skining then set up the matrix palettes.
if(bSkinning)
{
//Enable the matrix palette extension
glEnable(GL_MATRIX_PALETTE_OES);
/*
Enables the matrix palette stack extension, and apply subsequent
matrix operations to the matrix palette stack.
*/
//.........这里部分代码省略.........
示例4: RenderScene
/*!****************************************************************************
@Function RenderScene
@Return bool true if no error occured
@Description Main rendering loop function of the program. The shell will
call this function every frame.
eglSwapBuffers() will be performed by PVRShell automatically.
PVRShell will also manage important OS events.
Will also manage relevent OS events. The user has access to
these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLESIntroducingPFX::RenderScene()
{
// Clears the color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use the loaded effect
m_pEffect->Activate();
/*
Calculates the frame number to animate in a time-based manner.
Uses the shell function PVRShellGetTime() to get the time in milliseconds.
*/
int iTime = PVRShellGetTime();
int iDeltaTime = iTime - m_iTimePrev;
m_iTimePrev = iTime;
m_fFrame += (float)iDeltaTime * DEMO_FRAME_RATE;
if (m_fFrame > m_Scene.nNumFrame-1)
m_fFrame = 0;
// Sets the scene animation to this frame
m_Scene.SetFrame(m_fFrame);
{
PVRTVec3 vFrom, vTo, vUp;
VERTTYPE fFOV;
vUp.x = 0.0f;
vUp.y = 1.0f;
vUp.z = 0.0f;
// We can get the camera position, target and field of view (fov) with GetCameraPos()
fFOV = m_Scene.GetCameraPos(vFrom, vTo, 0) * 0.4f;
/*
We can build the world view matrix from the camera position, target and an up vector.
For this we use PVRTMat4LookAtRH().
*/
m_mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);
// Calculates the projection matrix
bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
m_mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), CAM_NEAR, CAM_FAR, PVRTMat4::OGL, bRotate);
}
/*
A scene is composed of nodes. There are 3 types of nodes:
- MeshNodes :
references a mesh in the pMesh[].
These nodes are at the beginning of the pNode[] array.
And there are nNumMeshNode number of them.
This way the .pod format can instantiate several times the same mesh
with different attributes.
- lights
- cameras
To draw a scene, you must go through all the MeshNodes and draw the referenced meshes.
*/
for (int i=0; i<(int)m_Scene.nNumMeshNode; i++)
{
SPODNode* pNode = &m_Scene.pNode[i];
// Gets pMesh referenced by the pNode
SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx];
glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]);
// Gets the node model matrix
PVRTMat4 mWorld;
mWorld = m_Scene.GetWorldMatrix(*pNode);
PVRTMat4 mWorldView;
mWorldView = m_mView * mWorld;
for(unsigned int j = 0; j < m_nUniformCnt; ++j)
{
switch(m_psUniforms[j].nSemantic)
{
case eUsPOSITION:
{
glVertexAttribPointer(m_psUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
glEnableVertexAttribArray(m_psUniforms[j].nLocation);
}
break;
case eUsNORMAL:
{
glVertexAttribPointer(m_psUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
glEnableVertexAttribArray(m_psUniforms[j].nLocation);
}
break;
case eUsUV:
{
glVertexAttribPointer(m_psUniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
//.........这里部分代码省略.........
示例5: PVRShellGetTime
/*!****************************************************************************
@Function RenderScene
@Return bool true if no error occured
@Description Main rendering loop function of the program. The shell will
call this function every frame.
eglSwapBuffers() will be performed by PVRShell automatically.
PVRShell will also manage important OS events.
Will also manage relevent OS events. The user has access to
these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2ChameleonMan::RenderScene()
{
// Clear the color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shader program
glUseProgram(m_SkinnedShaderProgram.uiId);
if(PVRShellIsKeyPressed(PVRShellKeyNameACTION1))
{
m_bEnableDOT3 = !m_bEnableDOT3;
glUniform1i(m_SkinnedShaderProgram.auiLoc[ebUseDot3], m_bEnableDOT3);
}
/*
Calculates the frame number to animate in a time-based manner.
Uses the shell function PVRShellGetTime() to get the time in milliseconds.
*/
unsigned long iTime = PVRShellGetTime();
if(iTime > m_iTimePrev)
{
float fDelta = (float) (iTime - m_iTimePrev);
m_fFrame += fDelta * g_fDemoFrameRate;
// Increment the counters to make sure our animation works
m_fLightPos += fDelta * 0.0034f;
m_fWallPos += fDelta * 0.00027f;
m_fBackgroundPos += fDelta * -0.000027f;
// Wrap the Animation back to the Start
if(m_fLightPos >= PVRT_TWO_PI)
m_fLightPos -= PVRT_TWO_PI;
if(m_fWallPos >= PVRT_TWO_PI)
m_fWallPos -= PVRT_TWO_PI;
if(m_fBackgroundPos <= 0)
m_fBackgroundPos += 1.0f;
if(m_fFrame > m_Scene.nNumFrame - 1)
m_fFrame = 0;
}
m_iTimePrev = iTime;
// Set the scene animation to the current frame
m_Scene.SetFrame(m_fFrame);
// Set up camera
PVRTVec3 vFrom, vTo, vUp(0.0f, 1.0f, 0.0f);
PVRTMat4 mView, mProjection;
PVRTVec3 LightPos;
float fFOV;
int i;
bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
// Get the camera position, target and field of view (fov)
if(m_Scene.pCamera[0].nIdxTarget != -1) // Does the camera have a target?
fFOV = m_Scene.GetCameraPos( vFrom, vTo, 0); // vTo is taken from the target node
else
fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, 0); // vTo is calculated from the rotation
fFOV *= bRotate ? (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight) : (float)PVRShellGet(prefHeight)/(float)PVRShellGet(prefWidth);
/*
We can build the model view matrix from the camera position, target and an up vector.
For this we use PVRTMat4::LookAtRH().
*/
mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);
// Calculate the projection matrix
mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate);
// Update Light Position and related VGP Program constant
LightPos.x = 200.0f;
LightPos.y = 350.0f;
LightPos.z = 200.0f * PVRTABS(sin((PVRT_PI / 4.0f) + m_fLightPos));
glUniform3fv(m_SkinnedShaderProgram.auiLoc[eLightPos], 1, LightPos.ptr());
// Set up the View * Projection Matrix
PVRTMat4 mViewProjection;
mViewProjection = mProjection * mView;
glUniformMatrix4fv(m_SkinnedShaderProgram.auiLoc[eViewProj], 1, GL_FALSE, mViewProjection.ptr());
// Enable the vertex attribute arrays
for(i = 0; i < eNumAttribs; ++i) glEnableVertexAttribArray(i);
//.........这里部分代码省略.........
示例6: glClear
/*!****************************************************************************
@Function RenderScene
@Return bool true if no error occurred
@Description Main rendering loop function of the program. The shell will
call this function every frame.
eglSwapBuffers() will be performed by PVRShell automatically.
PVRShell will also manage important OS events.
Will also manage relevant OS events. The user has access to
these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3PhantomMask::RenderScene()
{
if(PVRShellIsKeyPressed(PVRShellKeyNameACTION1))
m_bEnableSH = !m_bEnableSH;
// Clear the colour and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw the background
m_Background.Draw(m_ui32TexBackground);
// Enable culling
glEnable(GL_CULL_FACE);
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Use shader program
GLuint ProgramID, MVPLoc, ModelLoc;
if(m_bEnableSH)
{
ProgramID = m_SHShaderProgram.uiId;
MVPLoc = m_SHShaderProgram.auiLoc[eSHMVPMatrix];
ModelLoc = m_SHShaderProgram.auiLoc[eSHModel];
}
else
{
ProgramID = m_DiffuseShaderProgram.uiId;
MVPLoc = m_DiffuseShaderProgram.auiLoc[eDifMVPMatrix];
ModelLoc = m_DiffuseShaderProgram.auiLoc[eDifModel];
}
glUseProgram(ProgramID);
/*
Calculates the frame number to animate in a time-based manner.
Uses the shell function PVRShellGetTime() to get the time in milliseconds.
*/
unsigned long ulTime = PVRShellGetTime();
if(ulTime > m_ulTimePrev)
{
unsigned long ulDeltaTime = ulTime - m_ulTimePrev;
m_fFrame += (float)ulDeltaTime * g_fDemoFrameRate;
if(m_fFrame > m_Scene.nNumFrame - 1)
m_fFrame = 0;
// Sets the scene animation to this frame
m_Scene.SetFrame(m_fFrame);
}
m_ulTimePrev = ulTime;
/*
Set up the view and projection matrices from the camera
*/
PVRTMat4 mView, mProjection;
PVRTVec3 vFrom, vTo(0.0f), vUp(0.0f, 1.0f, 0.0f);
float fFOV;
// Setup the camera
bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
// Camera nodes are after the mesh and light nodes in the array
int i32CamID = m_Scene.pNode[m_Scene.nNumMeshNode + m_Scene.nNumLight + g_ui32Camera].nIdx;
// Get the camera position, target and field of view (fov)
if(m_Scene.pCamera[i32CamID].nIdxTarget != -1) // Does the camera have a target?
fFOV = m_Scene.GetCameraPos( vFrom, vTo, g_ui32Camera); // vTo is taken from the target node
else
fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, g_ui32Camera); // vTo is calculated from the rotation
fFOV *= bRotate ? (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight) : (float)PVRShellGet(prefHeight)/(float)PVRShellGet(prefWidth);
// We can build the model view matrix from the camera position, target and an up vector.
// For this we usePVRTMat4LookAtRH()
mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);
// Calculate the projection matrix
mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate);
SPODNode& Node = m_Scene.pNode[0];
// Get the node model matrix
PVRTMat4 mWorld;
mWorld = m_Scene.GetWorldMatrix(Node);
// Set the model inverse transpose matrix
//.........这里部分代码省略.........
示例7: PVRShellGetTime
/*!****************************************************************************
@Function RenderScene
@Return bool true if no error occured
@Description Main rendering loop function of the program. The shell will
call this function every frame.
eglSwapBuffers() will be performed by PVRShell automatically.
PVRShell will also manage important OS events.
Will also manage relevent OS events. The user has access to
these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3Skinning::RenderScene()
{
// Clear the color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shader program
glUseProgram(m_ShaderProgram.uiId);
glActiveTexture(GL_TEXTURE0);
/*
Calculates the frame number to animate in a time-based manner.
Uses the shell function PVRShellGetTime() to get the time in milliseconds.
*/
unsigned long iTime = PVRShellGetTime();
if(iTime > m_iTimePrev)
{
float fDelta = (float) (iTime - m_iTimePrev);
m_fFrame += fDelta * g_fDemoFrameRate;
// Modify the transformation matrix if it is needed
bool bRebuildTransformation = false;
if(PVRShellIsKeyPressed(PVRShellKeyNameRIGHT))
{
m_fAngle -= 0.03f;
if(m_fAngle < PVRT_TWO_PIf)
m_fAngle += PVRT_TWO_PIf;
bRebuildTransformation = true;
}
if(PVRShellIsKeyPressed(PVRShellKeyNameLEFT))
{
m_fAngle += 0.03f;
if(m_fAngle > PVRT_TWO_PIf)
m_fAngle -= PVRT_TWO_PIf;
bRebuildTransformation = true;
}
if(PVRShellIsKeyPressed(PVRShellKeyNameUP))
{
m_fDistance -= 10.0f;
if(m_fDistance < -500.0f)
m_fDistance = -500.0f;
bRebuildTransformation = true;
}
if(PVRShellIsKeyPressed(PVRShellKeyNameDOWN))
{
m_fDistance += 10.0f;
if(m_fDistance > 200.0f)
m_fDistance = 200.0f;
bRebuildTransformation = true;
}
if(bRebuildTransformation)
m_Transform = PVRTMat4::Translation(0,0, m_fDistance) * PVRTMat4::RotationY(m_fAngle);
}
m_iTimePrev = iTime;
if(m_fFrame > m_Scene.nNumFrame - 1)
m_fFrame = 0;
// Set the scene animation to the current frame
m_Scene.SetFrame(m_fFrame);
/*
Set up camera
*/
PVRTVec3 vFrom, vTo, vUp(0, 1, 0);
PVRTMat4 mView, mProjection;
float fFOV;
// We can get the camera position, target and field of view (fov) with GetCameraPos()
fFOV = m_Scene.GetCamera(vFrom, vTo, vUp, 0);
/*
We can build the model view matrix from the camera position, target and an up vector.
For this we use PVRTMat4::LookAtRH().
*/
//.........这里部分代码省略.........