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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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else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); |
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else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); |
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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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@ -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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// 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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// 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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@ -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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#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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"precision mediump float; \n" // WebGL, required for PLATFORM_WEB |
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#endif |
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"uniform sampler2D texture0; \n" |
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"varying vec2 fragTexCoord; \n" |
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