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IrrlichtMt: Move OpenGL 3+ transformation matrix to shaders (#15591)
This replaces annoying calculations on C++-side and eases the implementation of 2D geometry batch rendering a lot.
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@@ -316,6 +316,9 @@ protected:
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void drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount, const u16 *indices, int indexCount);
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void drawElements(GLenum primitiveType, const VertexType &vertexType, uintptr_t vertices, uintptr_t indices, int indexCount);
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void drawGeneric(const void *vertices, const void *indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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void beginDraw(const VertexType &vertexType, uintptr_t verticesBase);
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void endDraw(const VertexType &vertexType);
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