diff --git a/src/rlgl.h b/src/rlgl.h index ff8aba18..f5f41784 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3700,7 +3700,7 @@ TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); + rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); rlEnableBackfaceCulling(); //------------------------------------------------------------------------------------------ @@ -3773,7 +3773,7 @@ TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); + rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); rlEnableBackfaceCulling(); //------------------------------------------------------------------------------------------ @@ -3848,7 +3848,7 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); - glUniform1f(roughnessLoc, roughness); + rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT); for (int i = 0; i < 6; i++) { @@ -3872,7 +3872,7 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); + rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); rlEnableBackfaceCulling(); //------------------------------------------------------------------------------------------ @@ -3903,7 +3903,6 @@ Texture2D rlGenTextureBRDF(Shader shader, int size) // STEP 2: Draw to framebuffer //------------------------------------------------------------------------------------------ // NOTE: Render BRDF LUT into a quad using FBO - rlEnableShader(shader.id); rlViewport(0, 0, size, size); @@ -3921,7 +3920,7 @@ Texture2D rlGenTextureBRDF(Shader shader, int size) rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) // Reset viewport dimensions to default - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); + rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); //------------------------------------------------------------------------------------------ brdf.width = size;