REVIEWED: Comments

This commit is contained in:
Ray
2026-02-09 22:23:23 +01:00
parent c0829bc69e
commit c4baa5b81d

View File

@ -204,9 +204,9 @@
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
// We reduce memory sizes for embedded systems (RPI and HTML5) // Reducing memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap, // NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care... // by default heap is only 16MB!...just take care...
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
#endif #endif
#endif #endif
@ -1277,7 +1277,7 @@ void rlTranslatef(float x, float y, float z)
matTranslation.m13 = y; matTranslation.m13 = y;
matTranslation.m14 = z; matTranslation.m14 = z;
// NOTE: We transpose matrix with multiplication order // NOTE: Transposing matrix by multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
} }
@ -1322,7 +1322,7 @@ void rlRotatef(float angle, float x, float y, float z)
matRotation.m14 = 0.0f; matRotation.m14 = 0.0f;
matRotation.m15 = 1.0f; matRotation.m15 = 1.0f;
// NOTE: We transpose matrix with multiplication order // NOTE: Transposing matrix by multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
} }
@ -1336,7 +1336,7 @@ void rlScalef(float x, float y, float z)
matScale.m5 = y; matScale.m5 = y;
matScale.m10 = z; matScale.m10 = z;
// NOTE: We transpose matrix with multiplication order // NOTE: Transposing matrix by multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
} }
@ -1418,7 +1418,6 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
#endif #endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates) // Set the viewport area (transformation from normalized device coordinates to window coordinates)
// NOTE: We store current viewport dimensions
void rlViewport(int x, int y, int width, int height) void rlViewport(int x, int y, int width, int height)
{ {
glViewport(x, y, width, height); glViewport(x, y, width, height);
@ -1529,9 +1528,9 @@ void rlVertex3f(float x, float y, float z)
tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
} }
// WARNING: We can't break primitives when launching a new batch // WARNING: Be careful with primitives breaking when launching a new batch!
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 // Checking current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{ {
if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
@ -1539,7 +1538,7 @@ void rlVertex3f(float x, float y, float z)
{ {
// Reached the maximum number of vertices for RL_LINES drawing // Reached the maximum number of vertices for RL_LINES drawing
// Launch a draw call but keep current state for next vertices comming // Launch a draw call but keep current state for next vertices comming
// NOTE: We add +1 vertex to the check for security // NOTE: Adding +1 vertex to the check for some safety
rlCheckRenderBatchLimit(2 + 1); rlCheckRenderBatchLimit(2 + 1);
} }
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
@ -1659,7 +1658,7 @@ void rlSetTexture(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
rlDisableTexture(); rlDisableTexture();
#else #else
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts // NOTE: If quads batch limit is reached, force a draw call and next batch starts
if (RLGL.State.vertexCounter >= if (RLGL.State.vertexCounter >=
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
{ {
@ -2485,7 +2484,7 @@ void rlLoadExtensions(void *loader)
const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB) const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string // NOTE: String duplication rquired because glGetString() returns a const string
int extensionsLength = (int)strlen(extensions); // Get extensions string size in bytes int extensionsLength = (int)strlen(extensions); // Get extensions string size in bytes
char *extensionsDup = (char *)RL_CALLOC(extensionsLength + 1, sizeof(char)); // Allocate space for copy with additional EOL byte char *extensionsDup = (char *)RL_CALLOC(extensionsLength + 1, sizeof(char)); // Allocate space for copy with additional EOL byte
strncpy(extensionsDup, extensions, extensionsLength); strncpy(extensionsDup, extensions, extensionsLength);
@ -2970,20 +2969,21 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
} }
// Draw render batch // Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) // NOTE: Batch is reseted and current buffer is updated (for multi-buffer config)
void rlDrawRenderBatch(rlRenderBatch *batch) void rlDrawRenderBatch(rlRenderBatch *batch)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Update batch vertex buffers // Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU,
// a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
if (RLGL.State.vertexCounter > 0) if (RLGL.State.vertexCounter > 0)
{ {
// Activate elements VAO // Activate elements VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
// TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU,
// a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
// Vertex positions buffer // Vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
@ -3006,18 +3006,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// NOTE: glMapBuffer() causes sync issue // NOTE: glMapBuffer() causes sync issue
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer() // To avoid waiting (idle), glBufferData() can bee called first with NULL pointer before glMapBuffer()
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new // Doing that, the previous data in PBO will be discarded and glMapBuffer() returns a new
// allocated pointer immediately even if GPU is still working with the previous data // allocated pointer immediately even if GPU is still working with the previous data
// Another option: map the buffer object into client's memory // Another option: map the buffer object into client's memory
// Probably this code could be moved somewhere else... //batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); //if (batch->vertexBuffer[batch->currentBuffer].vertices)
// if (batch->vertexBuffer[batch->currentBuffer].vertices) //{
// { // Update vertex data
// Update vertex data //}
// } //glUnmapBuffer(GL_ARRAY_BUFFER);
// glUnmapBuffer(GL_ARRAY_BUFFER);
// Unbind the current VAO // Unbind the current VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(0); if (RLGL.ExtSupported.vao) glBindVertexArray(0);
@ -3132,7 +3131,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
else else
{ {
#if defined(GRAPHICS_API_OPENGL_33) #if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: elementCount*6 // The number of indices to be processed needs to be defined: elementCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the // NOTE: The final parameter tells the GPU the offset in bytes from the
// start of the index buffer to the location of the first index to process // start of the index buffer to the location of the first index to process
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
@ -3233,7 +3232,7 @@ bool rlCheckRenderBatchLimit(int vCount)
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
// Restore state of last batch so we can continue adding vertices // Restore state of last batch so new vertices can be added
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
} }
@ -3395,7 +3394,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
} }
#endif #endif
// At this point we have the texture loaded in GPU and texture parameters configured // At this point texture is loaded in GPU and texture parameters configured
// NOTE: If mipmaps were not in data, they are not generated automatically // NOTE: If mipmaps were not in data, they are not generated automatically
@ -3416,10 +3415,10 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// In case depth textures not supported, we force renderbuffer usage // In case depth textures were not supported, force renderbuffer usage
if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
// NOTE: We let the implementation to choose the best bit-depth // NOTE: Letting the implementation to choose the best bit-depth
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
unsigned int glInternalFormat = GL_DEPTH_COMPONENT; unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
@ -3565,7 +3564,7 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mi
} }
// Update already loaded texture in GPU with new data // Update already loaded texture in GPU with new data
// NOTE: We don't know safely if internal texture format is the expected one... // WARNING: Not possible to know safely if internal texture format is the expected one...
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
{ {
glBindTexture(GL_TEXTURE_2D, id); glBindTexture(GL_TEXTURE_2D, id);
@ -3699,7 +3698,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glBindTexture(GL_TEXTURE_2D, id); glBindTexture(GL_TEXTURE_2D, id);
// NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) // NOTE: Using texture id, some texture info can be retrieved (but not on OpenGL ES 2.0)
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
//int width, height, format; //int width, height, format;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
@ -3742,7 +3741,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
// Attach our texture to FBO // Attach our texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format // Reading data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1); pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
@ -3778,12 +3777,12 @@ unsigned char *rlReadScreenPixels(int width, int height)
{ {
unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer // NOTE: glReadPixels() returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! // WARNING: Getting alpha channel! Be careful, it can be transparent if not cleared properly!
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
// Flip image vertically! // Flip image vertically
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! // NOTE: Alpha value has already been applied to RGB in framebuffer, not needed anymore
for (int y = height - 1; y >= height/2; y--) for (int y = height - 1; y >= height/2; y--)
{ {
for (int x = 0; x < (width*4); x += 4) for (int x = 0; x < (width*4); x += 4)
@ -3904,13 +3903,13 @@ void rlUnloadFramebuffer(unsigned int id)
{ {
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
// Query depth attachment to automatically delete texture/renderbuffer // Query depth attachment to automatically delete texture/renderbuffer
int depthType = 0, depthId = 0; int depthType = 0;
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
// TODO: Review warning retrieving object name in WebGL
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
// REF: https://registry.khronos.org/webgl/specs/latest/1.0/ // REF: https://registry.khronos.org/webgl/specs/latest/1.0/
int depthId = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
unsigned int depthIdU = (unsigned int)depthId; unsigned int depthIdU = (unsigned int)depthId;
@ -4190,15 +4189,15 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
else fragmentShaderId = RLGL.State.defaultFShaderId; else fragmentShaderId = RLGL.State.defaultFShaderId;
// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id // In case vertex and fragment shader are the default ones, no need to recompile, just assign the default shader program id
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
else if ((vertexShaderId > 0) && (fragmentShaderId > 0)) else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
{ {
// One of or both shader are new, we need to compile a new shader program // One of or both shader are new, a new shader program needs to be compiled
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
// We can detach and delete vertex/fragment shaders (if not default ones) // Detaching and deleting vertex/fragment shaders (if not default ones)
// NOTE: We detach shader before deletion to make sure memory is freed // WARNING: Detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId) if (vertexShaderId != RLGL.State.defaultVShaderId)
{ {
// WARNING: Shader program linkage could fail and returned id is 0 // WARNING: Shader program linkage could fail and returned id is 0
@ -4212,10 +4211,10 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
glDeleteShader(fragmentShaderId); glDeleteShader(fragmentShaderId);
} }
// In case shader program loading failed, we assign default shader // In case shader program loading failed, assign default shader
if (id == 0) if (id == 0)
{ {
// In case shader loading fails, we return the default shader // In case shader loading fails, reassigning default shader
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
id = RLGL.State.defaultShaderId; id = RLGL.State.defaultShaderId;
} }
@ -4737,9 +4736,9 @@ Matrix rlGetMatrixTransform(void)
Matrix mat = rlMatrixIdentity(); Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Consider possible transform matrices in the RLGL.State.stack // TODO: Consider possible transform matrices in the RLGL.State.stack
// Is this the right order? or should we start with the first stored matrix instead of the last one?
//Matrix matStackTransform = rlMatrixIdentity(); //Matrix matStackTransform = rlMatrixIdentity();
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
mat = RLGL.State.transform; mat = RLGL.State.transform;
#endif #endif
return mat; return mat;