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authorJoshua Reisenauer <kd7tck@msn.com>2016-06-06 15:30:41 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-06-06 15:30:41 -0700
commit76536fe24bb3b51164d4e94aebe8540b5f18f96e (patch)
tree4cc7c7f8406c80ef1b8adf7319add2509c31242b /src/rlgl.c
parente3b248545353720090f28a6c4e8a8c8a34bb1269 (diff)
parent1bcf500ecac076892c4eac0594b997add6dcac71 (diff)
downloadraylib-76536fe24bb3b51164d4e94aebe8540b5f18f96e.tar.gz
raylib-76536fe24bb3b51164d4e94aebe8540b5f18f96e.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c20
1 files changed, 15 insertions, 5 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 6beececb..8d230550 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -48,7 +48,7 @@
#ifdef __APPLE__
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
- #include "glad.h" // GLAD library, includes OpenGL headers
+ #include "external/glad.h" // GLAD library, includes OpenGL headers
#endif
#endif
@@ -2253,13 +2253,17 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix proj)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
projection = proj;
+#endif
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
modelview = view;
+#endif
}
// Begin blending mode (alpha, additive, multiplied)
@@ -2571,10 +2575,16 @@ static Shader LoadStandardShader(void)
// Load standard shader (TODO: rewrite as char pointers)
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
- if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
- else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
-
- if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+ if (shader.id != 0)
+ {
+ LoadDefaultShaderLocations(&shader);
+ TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
+ }
+ else
+ {
+ TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id);
+ shader = GetDefaultShader();
+ }
return shader;
}