Corrected some bugs...

[core] Added SetMousePosition()
[models] LoadHeightmap() - Corrected textures bug
[raymath] Functions renaming
[WEB] Prepare environment for emscripten!
This commit is contained in:
Palaui
2014-12-09 13:10:05 +01:00
parent 63ed471ed2
commit 29d8b48503
6 changed files with 44 additions and 13 deletions

View File

@@ -301,6 +301,10 @@ void rlRotatef(float angleDeg, float x, float y, float z)
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
//Vector3 vec = (Vector3){ 0, 0, 1 };
//VectorNormalize(&vec);
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working
MatrixTranspose(&rot);
@@ -1305,7 +1309,8 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // WebGL
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: On embedded systems, we let the driver choose the best internal format
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
@@ -1562,6 +1567,7 @@ static GLuint LoadDefaultShaders(void)
char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
"precision mediump float; \n" // WebGL, required for PLATFORM_WEB
#endif
"uniform sampler2D texture0; \n"
"varying vec2 fragTexCoord; \n"