added GetMatrixProjection fixed issue with GL11 where model matrix was identity (#999)
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2 changed files with 23 additions and 1 deletions
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@ -1319,6 +1319,7 @@ RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D textur
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
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// Texture maps generation (PBR)
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// NOTE: Required shaders should be provided
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21
src/rlgl.h
21
src/rlgl.h
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@ -3155,6 +3155,23 @@ void SetMatrixProjection(Matrix proj)
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#endif
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}
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// Return internal projection matrix
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Matrix GetMatrixProjection(void) {
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#if defined(GRAPHICS_API_OPENGL_11)
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float mat[16];
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glGetFloatv(GL_PROJECTION_MATRIX,mat);
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Matrix m;
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m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3];
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m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7];
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m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11];
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m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15];
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return m;
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#else
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return projection;
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#endif
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#
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}
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// Set a custom modelview matrix (replaces internal modelview matrix)
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void SetMatrixModelview(Matrix view)
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{
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@ -3170,6 +3187,10 @@ Matrix GetMatrixModelview(void)
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#if defined(GRAPHICS_API_OPENGL_11)
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float mat[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, mat);
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matrix.m0 = mat[0]; matrix.m1 = mat[1]; matrix.m2 = mat[2]; matrix.m3 = mat[3];
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matrix.m4 = mat[4]; matrix.m5 = mat[5]; matrix.m6 = mat[6]; matrix.m7 = mat[7];
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matrix.m8 = mat[8]; matrix.m9 = mat[9]; matrix.m10 = mat[10]; matrix.m11 = mat[11];
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matrix.m12 = mat[12]; matrix.m13 = mat[13]; matrix.m14 = mat[14]; matrix.m15 = mat[15];
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#else
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matrix = modelview;
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#endif
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