REVIEWED: DrawMeshInstanced() matrix computations

Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
This commit is contained in:
raysan5 2021-03-31 19:59:23 +02:00
parent 434a3a276d
commit c772de702b
3 changed files with 45 additions and 49 deletions

View file

@ -89,7 +89,7 @@ int main(void)
// Get some shader loactions
shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
@ -173,6 +173,7 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
//DrawMesh(cube, material, MatrixIdentity());
DrawMeshInstanced(cube, material, transforms, instances);
EndMode3D();