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authorraysan5 <raysan5@gmail.com>2015-06-02 09:54:51 +0200
committerraysan5 <raysan5@gmail.com>2015-06-02 09:54:51 +0200
commit6a4afae5cc3c6b8677c8c22f02bdf2b926d517a8 (patch)
tree359403ad83f775dd3b2e205fc1876e79327eefa1 /src/rlgl.c
parentfd851d1d8b4919d802bcc5041f9a9ff37669d159 (diff)
downloadraylib-6a4afae5cc3c6b8677c8c22f02bdf2b926d517a8.tar.gz
raylib-6a4afae5cc3c6b8677c8c22f02bdf2b926d517a8.zip
Improved ResolveCollisionCubicmap()
Now it supports multiple maps one next to the other
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 6a938df3..9f9ab169 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -877,7 +877,7 @@ void rlglInit(void)
TraceLog(INFO, "Number of supported extensions: %i", numExt);
// Show supported extensions
- for (int i = 0; i < numExt; i++) TraceLog(INFO, "Supported extension: %s", ext[i]);
+ //for (int i = 0; i < numExt; i++) TraceLog(INFO, "Supported extension: %s", ext[i]);
// Check required extensions
for (int i = 0; i < numExt; i++)
@@ -1377,12 +1377,16 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
glEnableVertexAttribArray(model.shader.normalLoc);
}
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.texture.id);
+ //glActiveTexture(GL_TEXTURE1);
+ //glBindTexture(GL_TEXTURE_2D, 4);
glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
-
+ glActiveTexture(GL_TEXTURE0);
+
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
@@ -2128,11 +2132,9 @@ void rlglSetDefaultShader(void)
int GetShaderLocation(Shader shader, const char *uniformName)
{
- int location = 0;
-
- location = glGetUniformLocation(shader.id, uniformName);
+ int location = glGetUniformLocation(shader.id, uniformName);
- if (location == 0) TraceLog(WARNING, "[SHDR %i] Shader location for %s could not be found", shader.id, uniformName);
+ if (location == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
return location;
}