- Bind shadow map on MaterialMapIndex.Emission (unit 1) per entity - Re-bind via Rlgl.ActiveTextureSlot(1)+EnableTexture after DrawModelEx (DrawModelEx resets texture state internally) - Transpose lightViewProj matrix (Raylib row-major → OpenGL column-major) - 66/66 tests, 145 FPS
21 lines
230 B
INI
21 lines
230 B
INI
[Window][Debug##Default]
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Pos=60,60
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Size=400,400
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Collapsed=0
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[Window][Debug]
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Pos=10,10
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Size=216,107
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Collapsed=0
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[Window][Hierarchy]
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Pos=1040,357
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Size=250,398
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Collapsed=0
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[Window][Inspector]
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Pos=740,354
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Size=300,403
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Collapsed=0
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