private void SetupTransforms(float x, float y)
{
Matrix transform = Matrix.Identity;
Vector3 origin = new Vector3(_origin.X + x, _origin.Y + y, 0);
if(_rotate.X > 0)
{
idRotation rot = new idRotation(origin, new Vector3(0, 0, 1), _rotate.X);
transform = rot.ToMatrix();
}
if((_shear.X > 0) || (_shear.Y > 0))
{
Matrix mat = Matrix.Identity;
mat.M12 = _shear.X;
mat.M21 = _shear.Y;
transform *= mat;
}
if(transform != Matrix.Identity)
{
_context.SetTransformInformation(origin, transform);
}
}