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-rw-r--r--src/models.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/models.c b/src/models.c
index 466e2ad7..870c5e8c 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1051,13 +1051,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matModel = MatrixIdentity();
- Matrix matView = rlMatrixToMatrix(rlGetMatrixModelview());
+ Matrix matView = rlGetMatrixModelview();
Matrix matModelView = MatrixIdentity();
- Matrix matProjection = rlMatrixToMatrix(rlGetMatrixProjection());
+ Matrix matProjection = rlGetMatrixProjection();
// Upload view and projection matrices (if locations available)
- if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlMatrixFromMatrix(matView));
- if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlMatrixFromMatrix(matProjection));
+ if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
+ if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
if (instancing)
{
@@ -1089,24 +1089,24 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// Accumulate internal matrix transform (push/pop) and view matrix
// NOTE: In this case, model instance transformation must be computed in the shader
- matModelView = MatrixMultiply(rlMatrixToMatrix(rlGetMatrixTransform()), matView);
+ matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
}
else
{
// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
- if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], rlMatrixFromMatrix(transforms[0]));
+ if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
// Accumulate several model transformations:
// transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
- matModel = MatrixMultiply(transforms[0], rlMatrixToMatrix(rlGetMatrixTransform()));
+ matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
// Get model-view matrix
matModelView = MatrixMultiply(matModel, matView);
}
// Upload model normal matrix (if locations available)
- if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], rlMatrixFromMatrix(MatrixTranspose(MatrixInvert(matModel))));
+ if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
//-----------------------------------------------------
// Bind active texture maps (if available)
@@ -1199,11 +1199,11 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
{
// Setup current eye viewport (half screen width)
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
- matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlMatrixToMatrix(rlGetMatrixViewOffsetStereo(eye))), rlMatrixToMatrix(rlGetMatrixProjectionStereo(eye)));
+ matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
}
// Send combined model-view-projection matrix to shader
- rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], rlMatrixFromMatrix(matModelViewProjection));
+ rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
if (instancing) // Draw mesh instanced
{
@@ -1247,8 +1247,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
else
{
// Restore rlgl internal modelview and projection matrices
- rlSetMatrixModelview(rlMatrixFromMatrix(matView));
- rlSetMatrixProjection(rlMatrixFromMatrix(matProjection));
+ rlSetMatrixModelview(matView);
+ rlSetMatrixProjection(matProjection);
}
#endif
}