Comments (3)
@denovodavid thanks for the detailed explanation! I missunderstood it on my first read. And thanks for the fix!
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@denovodavid Actually, the push/pop functionality was mostly intended the immediate-mode-style batching system, not for the modern VBO-based models drawing system. model.transform
is actually intended for that.
Not sure if applying matModel
to the model.transform
could derive in some issue. If you do some testing in that regards and nothing is broken, I can consider applying that additional transformation...
from raylib.
@denovodavid Actually, the push/pop functionality was mostly intended the immediate-mode-style batching system, not for the modern VBO-based models drawing system.
model.transform
is actually intended for that.
I see, though I think I can state my issue more clearly. The matrix stack is already used when calculating the model matrix used in mvp
sent to the shader, matProjection
and matView
also come from the matrix stack. matModel
(shader uniform) is just the local model.transform
matrix, which means you cannot necessarily reconstruct the mvp
in the shader from what should be its component parts.
// vertex shader
mvp != matProjection*matView*matModel;
This is what causes the incorrect lighting from my previous screenshots.
Not sure if applying
matModel
to themodel.transform
could derive in some issue. If you do some testing in that regards and nothing is broken, I can consider applying that additional transformation...
All I propose is to set (what I believe to be) the correct matModel
value of the model matrix shader uniform.
// 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);
I'll make a PR to show specifically.
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