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@@ -301,6 +301,10 @@ void rlRotatef(float angleDeg, float x, float y, float z)
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if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
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if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
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else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
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else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
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else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
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else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
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+
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+ //Vector3 vec = (Vector3){ 0, 0, 1 };
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+ //VectorNormalize(&vec);
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+ //rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working
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MatrixTranspose(&rot);
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MatrixTranspose(&rot);
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@@ -1305,7 +1309,8 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge
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#if defined(GRAPHICS_API_OPENGL_33)
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#if defined(GRAPHICS_API_OPENGL_33)
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// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
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// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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+ //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // WebGL
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: On embedded systems, we let the driver choose the best internal format
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// NOTE: On embedded systems, we let the driver choose the best internal format
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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@@ -1562,6 +1567,7 @@ static GLuint LoadDefaultShaders(void)
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char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
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char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
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char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
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+ "precision mediump float; \n" // WebGL, required for PLATFORM_WEB
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#endif
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#endif
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"uniform sampler2D texture0; \n"
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"uniform sampler2D texture0; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec2 fragTexCoord; \n"
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