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de720a8d4c
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84dc56ba89
| Author | SHA1 | Date | |
|---|---|---|---|
| 84dc56ba89 | |||
| d6926eb46a | |||
| eb1e85e400 | |||
| 2eaac95df0 |
@ -1,7 +1,7 @@
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# Setup the project and settings
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project(raylib C)
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set(PROJECT_VERSION 5.5.0)
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set(API_VERSION 550)
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set(PROJECT_VERSION 6.0.0)
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set(API_VERSION 600)
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include(GNUInstallDirs)
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include(JoinPaths)
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2
src/external/rlsw.h
vendored
2
src/external/rlsw.h
vendored
@ -3446,7 +3446,7 @@ static inline bool sw_is_texture_valid(uint32_t id)
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else if (id >= SW_MAX_TEXTURES) valid = false;
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else if (RLSW.loadedTextures[id].pixels == NULL) valid = false;
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return true;
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return valid;
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}
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static inline bool sw_is_texture_filter_valid(int filter)
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@ -3928,7 +3928,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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// Upload runtime bone transforms matrices, to compute skinning on the shader (GPU-skinning)
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// NOTE: Required location must be found and Mesh bones indices and weights must be also uploaded to shader
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if ((mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL))
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if ((mat.shader.locs != NULL) && (mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL))
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{
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rlEnableShader(mat.shader.id); // Enable shader to set bone transform matrices
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rlSetUniformMatrices(mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS], model.boneMatrices, model.skeleton.boneCount);
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