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Corrected issue with depth initialization #1179
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@@ -1700,7 +1700,8 @@ void rlglInit(int width, int height)
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//RLGL.State.draws[i].RLGL.State.modelview = MatrixIdentity();
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//RLGL.State.draws[i].RLGL.State.modelview = MatrixIdentity();
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}
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}
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RLGL.State.drawsCounter = 1;
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RLGL.State.drawsCounter = 1; // Reset draws counter
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RLGL.State.currentDepth = -1.0f; // Reset depth value
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// Init RLGL.State.stack matrices (emulating OpenGL 1.1)
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// Init RLGL.State.stack matrices (emulating OpenGL 1.1)
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for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
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for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
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@@ -1709,6 +1710,7 @@ void rlglInit(int width, int height)
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RLGL.State.projection = MatrixIdentity();
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RLGL.State.projection = MatrixIdentity();
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RLGL.State.modelview = MatrixIdentity();
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RLGL.State.modelview = MatrixIdentity();
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RLGL.State.currentMatrix = &RLGL.State.modelview;
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RLGL.State.currentMatrix = &RLGL.State.modelview;
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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// Initialize OpenGL default states
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// Initialize OpenGL default states
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