This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
      Learn more about bidirectional Unicode characters
    
  
  
    
  | public void ApplyMatrix(GameObject gObj, ref Matrix4x4 m) | |
| { | |
| Transform transform = gObj.transform; | |
| Vector3 v = vector; | |
| v.x = m[0,3]; | |
| v.y = m[1,3]; | |
| v.z = m[2,3]; | |
| transform.localPosition = v; | 
  
    
      This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
      Learn more about bidirectional Unicode characters
    
  
  
    
  | csharp/unity/renderer/common/lwf_unity_text.cs TextRenderer | |
| TextRendererコンストラクタでGameObjectを生成しMeshFilter, MeshRendererをAddComponentする。 | |
| TextContext中のBitmapFontRendererインスタンスからmeshとmaterialをそれぞれsharedMesh,sharedMaterialに代入。 | |
| TextRenderer.Renderで、渡ってきたMatrix,ColorTransformを、このGameObjectに反映させる。 | |
| これらのGameObjectは、親のLWFObjectよりもZ的に手前になるように配置する(Unityに連続でテキストを描画させ、dynamic batchingされるようにするため)。 |