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[rmodels] Send full matModel to shader in DrawMesh (#4005) (#4022)

David Holland 1 år sedan
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11202bf299
1 ändrade filer med 3 tillägg och 3 borttagningar
  1. 3 3
      src/rmodels.c

+ 3 - 3
src/rmodels.c

@@ -1389,14 +1389,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
     if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
     if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
 
-    // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
-    if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
-
     // Accumulate several model transformations:
     //    transform: model transformation provided (includes DrawModel() params combined with model.transform)
     //    rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
     matModel = MatrixMultiply(transform, rlGetMatrixTransform());
 
+    // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
+    if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], matModel);
+
     // Get model-view matrix
     matModelView = MatrixMultiply(matModel, matView);