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