public void MakeFloatArray( float[] floats )
{
floats[ 0 ] = this.m00;
floats[ 1 ] = this.m01;
floats[ 2 ] = this.m02;
floats[ 3 ] = this.m03;
floats[ 4 ] = this.m10;
floats[ 5 ] = this.m11;
floats[ 6 ] = this.m12;
floats[ 7 ] = this.m13;
floats[ 8 ] = this.m20;
floats[ 9 ] = this.m21;
floats[ 10 ] = this.m22;
floats[ 11 ] = this.m23;
floats[ 12 ] = this.m30;
floats[ 13 ] = this.m31;
floats[ 14 ] = this.m32;
floats[ 15 ] = this.m33;
}
/// <summary>
public void SetConstant( int index, Matrix4 mat ) { var a = new float[16]; // set as 4x 4-element floats if ( TransposeMatrices ) { mat.Transpose().MakeFloatArray( a ); } else { mat.MakeFloatArray( a ); } SetConstant( index, a, 4 ); }