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authorraysan5 <[email protected]>2021-03-31 19:59:23 +0200
committerraysan5 <[email protected]>2021-03-31 19:59:23 +0200
commitc772de702b844d99adf38342d929ee48dd22d21d (patch)
treed8785b45e8bbc9dce2d5f37ae690653991c70294 /examples/shaders/shaders_mesh_instancing.c
parent434a3a276df2f0a3dfe48b522a9e20abe8562fef (diff)
downloadraylib-c772de702b844d99adf38342d929ee48dd22d21d.tar.gz
raylib-c772de702b844d99adf38342d929ee48dd22d21d.zip
REVIEWED: DrawMeshInstanced() matrix computations
Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.c')
-rw-r--r--examples/shaders/shaders_mesh_instancing.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c
index 95548234..520a2d65 100644
--- a/examples/shaders/shaders_mesh_instancing.c
+++ b/examples/shaders/shaders_mesh_instancing.c
@@ -89,7 +89,7 @@ int main(void)
// Get some shader loactions
shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
@@ -173,6 +173,7 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
+ //DrawMesh(cube, material, MatrixIdentity());
DrawMeshInstanced(cube, material, transforms, instances);
EndMode3D();