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[rmodels] Send full matModel to shader in DrawMesh #4022

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Jun 2, 2024
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6 changes: 3 additions & 3 deletions src/rmodels.c
Original file line number Diff line number Diff line change
Expand Up @@ -1389,14 +1389,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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);

// Model transformation matrix is sent 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], transform);

// Accumulate several model transformations:
// transform: model transformation provided (includes DrawModel() params combined with model.transform)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
matModel = MatrixMultiply(transform, rlGetMatrixTransform());

// Model transformation matrix is sent 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], matModel);

// Get model-view matrix
matModelView = MatrixMultiply(matModel, matView);

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