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Mark transformation matrices as const
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@ -181,13 +181,13 @@ void CGLTFMeshFileLoader::MeshExtractor::loadMesh(
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// Base transformation between left & right handed coordinate systems.
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// Base transformation between left & right handed coordinate systems.
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// This just inverts the Z axis.
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// This just inverts the Z axis.
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static core::matrix4 leftToRight = core::matrix4(
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static const core::matrix4 leftToRight = core::matrix4(
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1, 0, 0, 0,
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 1, 0, 0,
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0, 0, -1, 0,
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0, 0, -1, 0,
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0, 0, 0, 1
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0, 0, 0, 1
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);
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);
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static core::matrix4 rightToLeft = leftToRight;
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static const core::matrix4 rightToLeft = leftToRight;
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static core::matrix4 loadTransform(const tiniergltf::Node::Matrix &m)
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static core::matrix4 loadTransform(const tiniergltf::Node::Matrix &m)
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{
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{
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