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Review PR #3746 formating
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12
src/rcore.c
12
src/rcore.c
@@ -961,8 +961,7 @@ void EndMode2D(void)
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rlLoadIdentity(); // Reset current matrix (modelview)
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if (rlGetActiveFramebuffer() == 0)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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}
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// Initializes 3D mode with custom camera (3D)
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@@ -1015,8 +1014,7 @@ void EndMode3D(void)
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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if (rlGetActiveFramebuffer() == 0)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
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}
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@@ -1062,9 +1060,9 @@ void EndTextureMode(void)
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// Set viewport to default framebuffer size
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SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
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// go back to the modelview state from BeginDrawing since we are back to the default FBO
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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// Go back to the modelview state from BeginDrawing since we are back to the default FBO
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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// Reset current fbo to screen size
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