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| author | raysan5 <raysan5@gmail.com> | 2014-12-09 13:21:55 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-12-09 13:21:55 +0100 |
| commit | d3cf316e40b531542b6f55b965f3369d4aca28d6 (patch) | |
| tree | a9853c9e0dd7ea47af803d61a8aca276beefee2c /src/rlgl.c | |
| parent | a2c8ddca1345722603637bddc3421f64025d7e5e (diff) | |
| download | raylib-d3cf316e40b531542b6f55b965f3369d4aca28d6.tar.gz raylib-d3cf316e40b531542b6f55b965f3369d4aca28d6.zip | |
Added features and corrected bugs...
[core] Added SetMousePosition()
[models] LoadHeightmap() - Corrected textures bug
[raymath] Functions renaming
[WEB] Prepare environment for emscripten!
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 8 |
1 files changed, 7 insertions, 1 deletions
@@ -301,6 +301,10 @@ void rlRotatef(float angleDeg, float x, float y, float z) if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); + + //Vector3 vec = (Vector3){ 0, 0, 1 }; + //VectorNormalize(&vec); + //rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working MatrixTranspose(&rot); @@ -1305,7 +1309,8 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge #if defined(GRAPHICS_API_OPENGL_33) // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); + //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // WebGL #elif defined(GRAPHICS_API_OPENGL_ES2) // NOTE: On embedded systems, we let the driver choose the best internal format glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); @@ -1562,6 +1567,7 @@ static GLuint LoadDefaultShaders(void) char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 #elif defined(GRAPHICS_API_OPENGL_ES2) char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! + "precision mediump float; \n" // WebGL, required for emscripten #endif "uniform sampler2D texture0; \n" "varying vec2 fragTexCoord; \n" |
