diff options
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 |
