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authorraysan5 <raysan5@gmail.com>2016-01-11 13:29:55 +0100
committerraysan5 <raysan5@gmail.com>2016-01-11 13:29:55 +0100
commit5e7686695fcfe32bbf956990ced0a02b7c881af1 (patch)
tree534c4b2f488e6cb0e650316fbee2b9d7a4d12664 /src/rlgl.c
parente5a56fa98515337c805e5a641cd3787cb6898596 (diff)
downloadraylib-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.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index e8b1ec47..2f525f47 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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