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authorPalaui <sucdepressec@gmail.com>2014-12-09 13:10:05 +0100
committerPalaui <sucdepressec@gmail.com>2014-12-09 13:10:05 +0100
commit29d8b48503f3064cdc1f3a87c01b4264e716a220 (patch)
tree31096a173fa4fb61fd9d912169abbf65fcf269c6 /src/rlgl.c
parent63ed471ed24ed1b328cc90f03a88130511725e88 (diff)
downloadraylib-29d8b48503f3064cdc1f3a87c01b4264e716a220.tar.gz
raylib-29d8b48503f3064cdc1f3a87c01b4264e716a220.zip
Corrected some 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..ad6883e0 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 PLATFORM_WEB
#endif
"uniform sampler2D texture0; \n"
"varying vec2 fragTexCoord; \n"