fix guard issue, and remove fallback unneccessary else clause (default shader ill work)

This commit is contained in:
iann 2025-09-28 07:23:49 +09:00
parent bf658a3d1f
commit 608bf601b8
2 changed files with 3 additions and 13 deletions

View File

@ -2027,11 +2027,12 @@ void rlSetPointSize(float size)
// Get the point drawing size
float rlGetPointSize(void)
{
float size = 1;
#if defined(GRAPHICS_API_OPENGL_11)
float size = 0;
glGetFloatv(GL_POINT_SIZE, &size);
return size;
#endif
return size;
}
// Enable line aliasing

View File

@ -1484,17 +1484,6 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
}
else
{
float values[4] = {
material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
};
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, values, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
}
// Upload to shader material.colSpecular (if location available)
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)