diff options
| author | raysan5 <raysan5@gmail.com> | 2016-01-11 13:29:55 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-01-11 13:29:55 +0100 |
| commit | 5e7686695fcfe32bbf956990ced0a02b7c881af1 (patch) | |
| tree | 534c4b2f488e6cb0e650316fbee2b9d7a4d12664 /src/rlgl.c | |
| parent | e5a56fa98515337c805e5a641cd3787cb6898596 (diff) | |
| download | raylib-5e7686695fcfe32bbf956990ced0a02b7c881af1.tar.gz raylib-5e7686695fcfe32bbf956990ced0a02b7c881af1.zip | |
Review Light/Material system
Simplified for the user (more intuitive and clear)
Removed lighting module dependency
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 12 |
1 files changed, 6 insertions, 6 deletions
@@ -1296,8 +1296,8 @@ void rlglDraw(void) { glUseProgram(currentShader.id); - glUniformMatrix4fv(currentShader.projectionLoc, 1, false, GetMatrixVector(projection)); - glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, GetMatrixVector(modelview)); + glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection)); + glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview)); glUniform1i(currentShader.mapDiffuseLoc, 0); } @@ -1524,10 +1524,10 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r // NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader // TODO: Reduce number of matrices passed to shaders, use only matMVP - glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(matModel)); - glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(matView)); - glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(matProjection)); - glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(matModelView)); + glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel)); + glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView)); + glUniformMatrix4fv(model.shader.projectionLoc, 1, false, MatrixToFloat(matProjection)); + glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView)); // Apply color tinting to model // NOTE: Just update one uniform on fragment shader |
