diff --git a/cocos/2d/CCDirector.cpp b/cocos/2d/CCDirector.cpp index b2d0fba13e..b1fb34a907 100644 --- a/cocos/2d/CCDirector.cpp +++ b/cocos/2d/CCDirector.cpp @@ -728,7 +728,7 @@ static void GLToClipTransform(Matrix *transformOut) #if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 //if needed, we need to undo the rotation for Landscape orientation in order to get the correct positions - kmMat4Multiply(&projection, Director::getInstance()->getOpenGLView()->getReverseOrientationMatrix(), &projection); + projection = Director::getInstance()->getOpenGLView()->getReverseOrientationMatrix() * projection; #endif Matrix modelview; diff --git a/cocos/2d/CCNode.cpp b/cocos/2d/CCNode.cpp index 3e5ac26762..c53bb6cab7 100644 --- a/cocos/2d/CCNode.cpp +++ b/cocos/2d/CCNode.cpp @@ -1399,7 +1399,7 @@ const Matrix& Node::getNodeToParentTransform() const // adjust anchor point if (!_anchorPointInPoints.equals(Point::ZERO)) { - // XXX: Argh, kmMat needs a "translate" method. + // XXX: Argh, Matrix needs a "translate" method. // XXX: Although this is faster than multiplying a vec4 * mat4 _transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y; _transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y;