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authorraysan5 <raysan5@gmail.com>2014-12-09 13:21:55 +0100
committerraysan5 <raysan5@gmail.com>2014-12-09 13:21:55 +0100
commitd3cf316e40b531542b6f55b965f3369d4aca28d6 (patch)
treea9853c9e0dd7ea47af803d61a8aca276beefee2c /src/rlgl.c
parenta2c8ddca1345722603637bddc3421f64025d7e5e (diff)
downloadraylib-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.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 5e51b2e2..cfb33989 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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"