How can I set the World Transform Matrix?

Hi guys. I am working on my own cross platform game engine. I have written an abstract renderer that has a DirectX concrete renderer class and an OpenGL concrete renderer class.

My generic renderer class has a function called “SetTransform( TransformType, Matrix )” which both my DirectX and OpenGL renderers need to support.

The Transform types that I would like to support are the following

Projection, View, World.

DirectX supports each of these so it was pretty easy to implement. OpenGL however seems to only support
Projection and ModelView. I don’t want to have to concatenate my world and view matrices however.

Is there any way, besides using shaders, that I can set my world and view transforms separately on in OpenGL?


Nobody prevents you to have two separate matrices (model and view). Just multiply them before submitting to OpenGL.