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Renamed the internal 'Matrix' class to 'Matrix4'.
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@@ -51,7 +51,7 @@ namespace
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~TemporaryAttacher()
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{
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if (prevShader != nullptr)
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prevShader->attach(true);
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prevShader->attach();
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else
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curShader->detach();
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}
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@@ -702,8 +702,8 @@ void Shader::checkSetBuiltinUniforms()
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{
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checkSetPointSize(gl.getPointSize());
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const Matrix &curxform = gl.matrices.transform.back();
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const Matrix &curproj = gl.matrices.projection.back();
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const Matrix4 &curxform = gl.matrices.transform.back();
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const Matrix4 &curproj = gl.matrices.projection.back();
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TemporaryAttacher attacher(this);
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@@ -735,7 +735,7 @@ void Shader::checkSetBuiltinUniforms()
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GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
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if (location >= 0)
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{
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Matrix tp_matrix(curproj * curxform);
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Matrix4 tp_matrix(curproj * curxform);
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glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
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}
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}
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