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Closes #14
The actual transform stack part of this PR is pretty straight forward. We track a current matrix which the user mutates through a variety of commands. When they push a new matrix, we copy this one onto the transform stack, i.e. save the current state.
One minor thing worth knowing is that the A suffix in
glammeans that the matrix is 16-byte aligned and so will/should get SIMD'd.A second, slightly more complicated, change here is tracking
RenderStateas a component on theGraphicsentity, rather than a systemLocal. This was just a mistake from my initial implementation -- local's are cached inside the system state, and so this means that we could accidentally be leaking draw state between graphics. We don't currently support / test multiple graphics at the moment, but I realized in the course of implementing this feature that this was a booboo.We might need to revisit transform stuff when we do 3d retained, but I think it's likely fine?