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Updated Vector math to new naming
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@@ -455,7 +455,7 @@ void rlRotatef(float angleDeg, float x, float y, float z)
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Matrix matRotation = MatrixIdentity();
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Vector3 axis = (Vector3){ x, y, z };
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VectorNormalize(&axis);
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Vector3Normalize(&axis);
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matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
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*currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
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@@ -553,7 +553,7 @@ void rlEnd(void)
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// This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
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// Apply transformation matrix to all temp vertices
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for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], *currentMatrix);
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for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix);
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// Deactivate tempBuffer usage to allow rlVertex3f do its job
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useTempBuffer = false;
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@@ -1178,7 +1178,7 @@ void rlglInit(int width, int height)
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// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
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tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
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for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero();
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for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
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// Init draw calls tracking system
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draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
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