From 5e7686695fcfe32bbf956990ced0a02b7c881af1 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 11 Jan 2016 13:29:55 +0100 Subject: Review Light/Material system Simplified for the user (more intuitive and clear) Removed lighting module dependency --- src/rlgl.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'src/rlgl.c') 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 -- cgit v1.2.3