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			@ -728,6 +728,8 @@ typedef struct DrawCall { | 
			
		
		
	
		
			
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			    //unsigned int vaoId;         // Vertex Array id to be used on the draw | 
			
		
		
	
		
			
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			    //unsigned int shaderId;      // Shader id to be used on the draw | 
			
		
		
	
		
			
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			    unsigned int textureId;     // Texture id to be used on the draw | 
			
		
		
	
		
			
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			                                // TODO: Support additional texture units? | 
			
		
		
	
		
			
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			    //Matrix projection;        // Projection matrix for this draw | 
			
		
		
	
		
			
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			    //Matrix modelview;         // Modelview matrix for this draw | 
			
		
		
	
		
			
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			} DrawCall; | 
			
		
		
	
	
		
			
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			@ -4132,9 +4134,13 @@ static void DrawBuffersDefault(void) | 
			
		
		
	
		
			
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			            glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); | 
			
		
		
	
		
			
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			            glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); | 
			
		
		
	
		
			
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			            glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); | 
			
		
		
	
		
			
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			            glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);    // Provided value refers to the texture unit (active) | 
			
		
		
	
		
			
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			            // TODO: Support additional texture units on custom shader | 
			
		
		
	
		
			
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			            //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1); | 
			
		
		
	
		
			
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			            //if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2); | 
			
		
		
	
		
			
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			            // NOTE: Additional map textures not considered for default buffers drawing | 
			
		
		
	
		
			
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			            // NOTE: Right now additional map textures not considered for default buffers drawing | 
			
		
		
	
		
			
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			            int vertexOffset = 0; | 
			
		
		
	
		
			
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			@ -4164,6 +4170,10 @@ static void DrawBuffersDefault(void) | 
			
		
		
	
		
			
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			            for (int i = 0; i < drawsCounter; i++) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                glBindTexture(GL_TEXTURE_2D, draws[i].textureId); | 
			
		
		
	
		
			
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			                // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? | 
			
		
		
	
		
			
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			                //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } | 
			
		
		
	
		
			
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			                //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } | 
			
		
		
	
		
			
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			                if ((draws[i].mode == RL_LINES) || (draws[i].mode == RL_TRIANGLES)) glDrawArrays(draws[i].mode, vertexOffset, draws[i].vertexCount); | 
			
		
		
	
		
			
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			                else | 
			
		
		
	
	
		
			
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