add rlLoadMatrixf function
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4b93feb172
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src/rlgl.h
14
src/rlgl.h
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@ -455,6 +455,7 @@ RLAPI void rlMatrixMode(int mode); // Choose the current matr
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
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RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
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RLAPI void rlLoadMatrixf(float *matf); // Set current matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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@ -916,6 +917,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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void rlPushMatrix(void) { glPushMatrix(); }
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void rlPopMatrix(void) { glPopMatrix(); }
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void rlLoadIdentity(void) { glLoadIdentity(); }
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void rlLoadMatrixf(float *matf) { glLoadMatrixf(matf); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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@ -970,6 +972,18 @@ void rlLoadIdentity(void)
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*RLGL.State.currentMatrix = MatrixIdentity();
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}
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// Set current matrix
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void rlLoadMatrixf(float *matf)
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{
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// Matrix creation from array
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Matrix mat = { matf[0], matf[4], matf[8], matf[12],
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matf[1], matf[5], matf[9], matf[13],
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matf[2], matf[6], matf[10], matf[14],
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matf[3], matf[7], matf[11], matf[15] };
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*RLGL.State.currentMatrix = mat;
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}
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// Multiply the current matrix by a translation matrix
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void rlTranslatef(float x, float y, float z)
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{
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