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Reviewed code TODOs
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10
src/rlgl.c
10
src/rlgl.c
@@ -171,7 +171,7 @@ typedef struct {
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typedef struct {
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GLuint textureId;
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int vertexCount;
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// TODO: DrawState state -> Blending mode, shader
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// TODO: Store draw state -> blending mode, shader
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} DrawCall;
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// pixel type (same as Color type)
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@@ -1475,11 +1475,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
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// TODO: Reduce number of matrices passed to shaders, use only matMVP
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//glUniformMatrix4fv(model.material.shader.modelLoc, 1, false, MatrixToFloat(matModel));
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//glUniformMatrix4fv(model.material.shader.viewLoc, 1, false, MatrixToFloat(matView));
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// Send combined model-view-projection matrix to shader
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glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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// Apply color tinting to model
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@@ -1900,7 +1896,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
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// TODO: Adjust mipmap size depending on texture format!
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int size = texture.width*texture.height*4;
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int size = texture.width*texture.height*4; // RGBA 32bit only
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int offset = size;
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int mipWidth = texture.width/2;
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