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authorraysan5 <[email protected]>2017-08-04 18:34:51 +0200
committerraysan5 <[email protected]>2017-08-04 18:34:51 +0200
commiteeca607506b22f154a7b31ef8308d3ecd30ad383 (patch)
tree1be62a44111589da9f5ad72eba07eac3fdb6e294 /src/models.c
parent1f310f7d4b59a5a09589863d4b87df0a40c7779b (diff)
downloadraylib-eeca607506b22f154a7b31ef8308d3ecd30ad383.tar.gz
raylib-eeca607506b22f154a7b31ef8308d3ecd30ad383.zip
Review transforms to match OpenGL 1.1
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c189
1 files changed, 94 insertions, 95 deletions
diff --git a/src/models.c b/src/models.c
index accab7e8..315b51d4 100644
--- a/src/models.c
+++ b/src/models.c
@@ -118,68 +118,67 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
float z = 0.0f;
rlPushMatrix();
-
- // NOTE: Be careful! Function order matters (scale -> rotate -> translate)
- //rlScalef(1.0f, 3.0f, 1.0f);
- //rlRotatef(45, 0, 1, 0);
+ // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
rlTranslatef(position.x, position.y, position.z);
+ //rlRotatef(45, 0, 1, 0);
+ //rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
- // Front Face -----------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
-
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
-
- // Back Face ------------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
-
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ // Front face
+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
- // Top Face -------------------------------------------------------
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
+ // Back face
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
- // Bottom Face ----------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
+ // Top face
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
- // Right face -----------------------------------------------------
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
+ // Bottom face
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
- // Left Face ------------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
+ // Right face
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
+
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
+
+ // Left face
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
+
+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
@@ -198,8 +197,6 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
float z = 0.0f;
rlPushMatrix();
-
- //rlRotatef(45, 0, 1, 0);
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
@@ -271,49 +268,49 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlEnableTexture(texture.id);
//rlPushMatrix();
- // NOTE: Be careful! Function order matters (scale -> rotate -> translate)
- //rlScalef(2.0f, 2.0f, 2.0f);
- //rlRotatef(45, 0, 1, 0);
+ // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
//rlTranslatef(2.0f, 0.0f, 0.0f);
+ //rlRotatef(45, 0, 1, 0);
+ //rlScalef(2.0f, 2.0f, 2.0f);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
// Back Face
- rlNormal3f(0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
+ rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
// Top Face
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
// Bottom Face
- rlNormal3f(0.0f,-1.0f, 0.0f); // Normal Pointing Down
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
+ rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
// Right face
rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
// Left Face
- rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
+ rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlEnd();
//rlPopMatrix();
@@ -330,8 +327,9 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
rlPushMatrix();
- rlScalef(radius, radius, radius);
+ // NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlScalef(radius, radius, radius);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -369,8 +367,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
rlPushMatrix();
- rlScalef(radius, radius, radius);
+ // NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlScalef(radius, radius, radius);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -423,12 +422,12 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); //Bottom Right
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); //Top Right
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); //Bottom Right
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); //Top Right
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
}
// Draw Cap --------------------------------------------------------------------------------------
@@ -436,7 +435,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
}
}
else
@@ -446,7 +445,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
}
}
@@ -454,7 +453,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, 0, 0);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
}
rlEnd();
@@ -476,12 +475,12 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
@@ -496,8 +495,8 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
- rlScalef(size.x, 1.0f, size.y);
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlScalef(size.x, 1.0f, size.y);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -567,8 +566,8 @@ void DrawGizmo(Vector3 position)
float length = 1.0f;
rlPushMatrix();
- rlScalef(length, length, length);
rlTranslatef(position.x, position.y, position.z);
+ rlScalef(length, length, length);
rlBegin(RL_LINES);
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);