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-rw-r--r--src/rlgl.h11
1 files changed, 5 insertions, 6 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index ff8aba18..f5f41784 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3700,7 +3700,7 @@ TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size,
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
@@ -3773,7 +3773,7 @@ TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
@@ -3848,7 +3848,7 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
- glUniform1f(roughnessLoc, roughness);
+ rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT);
for (int i = 0; i < 6; i++)
{
@@ -3872,7 +3872,7 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
@@ -3903,7 +3903,6 @@ Texture2D rlGenTextureBRDF(Shader shader, int size)
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Render BRDF LUT into a quad using FBO
-
rlEnableShader(shader.id);
rlViewport(0, 0, size, size);
@@ -3921,7 +3920,7 @@ Texture2D rlGenTextureBRDF(Shader shader, int size)
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
//------------------------------------------------------------------------------------------
brdf.width = size;