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 ); }