(float)matrix.m[3][0], (float)matrix.m[3][1], (float)matrix.m[3][2], (float)matrix.m[3][3]
};
#ifdef SHADERS
+ memcpy(matrixStack[curStack][matrixIndex[curStack]].array, matrix.array, sizeof(Matrix));
shader_LoadMatrixf((MatrixMode) (0x1700 + curStack), m);
#else
glLoadMatrixf(m);
}
}
+public void glmsLoadMatrixf(float * i)
+{
+ double m[16] =
+ {
+ i[0*4+0], i[0*4+1], i[0*4+2], i[0*4+3],
+ i[1*4+0], i[1*4+1], i[1*4+2], i[1*4+3],
+ i[2*4+0], i[2*4+1], i[2*4+2], i[2*4+3],
+ i[3*4+0], i[3*4+1], i[3*4+2], i[3*4+3]
+ };
+ memcpy(matrixStack[curStack][matrixIndex[curStack]].array, i, 16*sizeof(double));
+ LoadCurMatrix();
+}
+
public void glmsLoadMatrixd(double * i)
{
memcpy(matrixStack[curStack][matrixIndex[curStack]].array, i, sizeof(Matrix));