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REVIEWED: DrawMeshInstanced() matrix computations
Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
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@@ -89,7 +89,7 @@ int main(void)
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// Get some shader loactions
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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@@ -173,6 +173,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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//DrawMesh(cube, material, MatrixIdentity());
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DrawMeshInstanced(cube, material, transforms, instances);
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EndMode3D();
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