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@@ -1389,14 +1389,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
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// Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
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// Accumulate several model transformations:
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// Accumulate several model transformations:
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// transform: model transformation provided (includes DrawModel() params combined with model.transform)
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// transform: model transformation provided (includes DrawModel() params combined with model.transform)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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matModel = MatrixMultiply(transform, rlGetMatrixTransform());
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matModel = MatrixMultiply(transform, rlGetMatrixTransform());
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// Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], matModel);
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// Get model-view matrix
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// Get model-view matrix
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matModelView = MatrixMultiply(matModel, matView);
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matModelView = MatrixMultiply(matModel, matView);
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