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| author | raysan5 <[email protected]> | 2021-03-31 19:59:23 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-03-31 19:59:23 +0200 |
| commit | c772de702b844d99adf38342d929ee48dd22d21d (patch) | |
| tree | d8785b45e8bbc9dce2d5f37ae690653991c70294 /examples/shaders/shaders_mesh_instancing.c | |
| parent | 434a3a276df2f0a3dfe48b522a9e20abe8562fef (diff) | |
| download | raylib-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.c | 3 |
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(); |
