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REVERTED: Removed the need for rlMatrix
Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like `#define MATRIX_TYPE`, so it can be checked in other modules.
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@@ -2185,8 +2185,8 @@ void BeginVrStereoMode(VrStereoConfig config)
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rlEnableStereoRender();
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// Set stereo render matrices
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rlSetMatrixProjectionStereo(rlMatrixFromMatrix(config.projection[0]), rlMatrixFromMatrix(config.projection[1]));
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rlSetMatrixViewOffsetStereo(rlMatrixFromMatrix(config.viewOffset[0]), rlMatrixFromMatrix(config.viewOffset[1]));
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rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
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rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
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}
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// End VR drawing process (and desktop mirror)
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@@ -2381,7 +2381,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
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void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
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{
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rlEnableShader(shader.id);
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rlSetUniformMatrix(locIndex, rlMatrixFromMatrix(mat));
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rlSetUniformMatrix(locIndex, mat);
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//rlDisableShader();
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}
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