ref: vk: fix matrix4x4_identity to m_matrix4x4_identity which conflicts in Vita port
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@ -1123,7 +1123,7 @@ void R_BeamDraw( BEAM *pbeam, float frametime )
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// FIXME VK what is our vk_render matrix state now? do we have all matrices set properly?
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// TODO this can be done only once for all beams, i.e. before calling CL_DrawEFX
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VK_RenderStateSetMatrixModel( matrix4x4_identity );
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VK_RenderStateSetMatrixModel( m_matrix4x4_identity );
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// TODO gl renderer has per-vertex color that is updated using brightness and whatever
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VK_RenderDebugLabelBegin( "beam" );
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@ -600,12 +600,12 @@ static void drawEntity( cl_entity_t *ent, int render_mode )
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break;
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case mod_studio:
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VK_RenderStateSetMatrixModel( matrix4x4_identity );
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VK_RenderStateSetMatrixModel( m_matrix4x4_identity );
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VK_StudioDrawModel( ent, render_mode, blend );
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break;
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case mod_sprite:
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VK_RenderStateSetMatrixModel( matrix4x4_identity );
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VK_RenderStateSetMatrixModel( m_matrix4x4_identity );
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R_VkSpriteDrawModel( ent, blend );
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break;
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@ -630,7 +630,7 @@ void VK_SceneRender( const ref_viewpass_t *rvp ) {
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VK_RenderStateSetMatrixProjection( g_camera.projectionMatrix, g_camera.fov_y ); // FIXME why is this in degrees, not in radians? * M_PI_F / 360.0f );
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VK_RenderStateSetMatrixView( g_camera.modelviewMatrix );
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VK_RenderStateSetMatrixModel( matrix4x4_identity );
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VK_RenderStateSetMatrixModel( m_matrix4x4_identity );
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VK_RenderDebugLabelBegin( "opaque" );
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