#include <beastapitypes.h>
Matrix for transformations.
The data is stored line by line (the opposite of OpenGL)
Indices are laid out like this:
(00 01 02 03)
(04 05 06 07)
(08 09 10 11)
(12 13 14 15)
Examples: Data Fields | |
| float | m [16] |
| float ILBMatrix4x4::m[16] |
The actual data in the matrix.