For set up transformation I use code:
Code: Select all
m_irrnode->updateAbsolutePosition();
glMultMatrixf(m_irrnode->getAbsoluteTransformation().pointer());
But when I use pure Irrlicht with OpenGL Driver and set transformation using setPosition, setRotation etc. all is right.
As I see in the code Irrlicht use the same world matrix for DirectX and OpenGL device, but its have different coordinate systems. How Irrlicht solve this problem?