Shadow mapping via Raylib doesn't work reliably: - Rlgl.GetMatrixModelview returns zeros with custom FBO - MaterialMapIndex binding doesn't map to expected texture units - DrawModelEx resets texture state internally Restored to last working state without shadows. Consider direct OpenGL backend for shadow mapping.
21 lines
228 B
INI
21 lines
228 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=353,299
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Size=250,398
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Collapsed=0
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[Window][Inspector]
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Pos=36,302
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Size=300,425
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Collapsed=0
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