private void SetupTransforms(float x, float y)
{
Matrix transform = Matrix.Identity;
Vector3 origin = new Vector3(_origin.X + x, _origin.Y + y, 0);
// TODO: rotate
/*if ( rotate ) {
static idRotation rot;
static idVec3 vec(0, 0, 1);
rot.Set( org, vec, rotate );
trans = rot.ToMat3();
}*/
// TODO: shear
/*if ( shear.x || shear.y ) {
static idMat3 smat;
smat.Identity();
smat[0][1] = shear.x;
smat[1][0] = shear.y;
trans *= smat;
}*/
if(transform != Matrix.Identity)
{
_context.SetTransformInformation(origin, transform);
}
}
#endregion