|
|
@ -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); |
|
|
|
|
|
|
|