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authorraysan5 <[email protected]>2021-07-30 12:54:54 +0200
committerraysan5 <[email protected]>2021-07-30 12:54:54 +0200
commitaeb1a0da84adc9e6987e1436431ea9cf495c8802 (patch)
tree063ba13a2a0153eea2def09496e461a00f2193c6 /src/core.c
parent71373ee52468871e464e07000f8a602f373e906b (diff)
downloadraylib-aeb1a0da84adc9e6987e1436431ea9cf495c8802.tar.gz
raylib-aeb1a0da84adc9e6987e1436431ea9cf495c8802.zip
REVERTED: Removed the need for `rlMatrix`
Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like `#define MATRIX_TYPE`, so it can be checked in other modules.
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/core.c b/src/core.c
index 8ccc1e08..764969e9 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2185,8 +2185,8 @@ void BeginVrStereoMode(VrStereoConfig config)
rlEnableStereoRender();
// Set stereo render matrices
- rlSetMatrixProjectionStereo(rlMatrixFromMatrix(config.projection[0]), rlMatrixFromMatrix(config.projection[1]));
- rlSetMatrixViewOffsetStereo(rlMatrixFromMatrix(config.viewOffset[0]), rlMatrixFromMatrix(config.viewOffset[1]));
+ rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
+ rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
}
// End VR drawing process (and desktop mirror)
@@ -2381,7 +2381,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
{
rlEnableShader(shader.id);
- rlSetUniformMatrix(locIndex, rlMatrixFromMatrix(mat));
+ rlSetUniformMatrix(locIndex, mat);
//rlDisableShader();
}