Fix copy issues
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@@ -84,7 +84,7 @@ void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
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assertNotNull(dest, "Destination matrix must not be null");
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if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
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glm_mat4_copy(camera->view, dest);
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glm_mat4_ucopy(camera->view, dest);
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} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
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glm_mat4_identity(dest);
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glm_lookat(
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@@ -60,15 +60,15 @@ errorret_t shaderSetMatrixDolphin(
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if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
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shader->dirtyMatrix |= SHADER_DOLPHIN_DIRTY_PROJ;
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glm_mat4_copy(mat, shader->proj);
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glm_mat4_ucopy(mat, shader->proj);
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} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
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shader->dirtyMatrix |= SHADER_DOLPHIN_DIRTY_VIEW;
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glm_mat4_copy(mat, shader->view);
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glm_mat4_ucopy(mat, shader->view);
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} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
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shader->dirtyMatrix |= SHADER_DOLPHIN_DIRTY_MODEL;
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glm_mat4_copy(mat, shader->model);
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glm_mat4_ucopy(mat, shader->model);
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} else {
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assertUnreachable("Cannot use a custom matrix on dolphin.");
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@@ -59,7 +59,7 @@ void cameraPushMatrixGL(camera_t *camera) {
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switch(camera->viewType) {
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case CAMERA_VIEW_TYPE_MATRIX:
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glm_mat4_copy(camera->view, view);
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glm_mat4_ucopy(camera->view, view);
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break;
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case CAMERA_VIEW_TYPE_LOOKAT:
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@@ -181,17 +181,18 @@ errorret_t shaderSetMatrixGL(
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SHADER_LEGACY.boundShader == shader,
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"Shader must be bound to set legacy matrices."
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);
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// Use unaligned copy to safely handle possibly unaligned input matrices
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if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
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SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ;
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glm_mat4_copy(mat, shader->proj);
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glm_mat4_ucopy(mat, shader->proj);
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} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
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SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW;
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glm_mat4_copy(mat, shader->view);
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glm_mat4_ucopy(mat, shader->view);
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} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
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SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL;
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glm_mat4_copy(mat, shader->model);
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glm_mat4_ucopy(mat, shader->model);
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} else {
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assertUnreachable("Cannot use a custom matrix on legacy opengl.");
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@@ -25,8 +25,8 @@ errorret_t textureInitGL(
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switch(format) {
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case TEXTURE_FORMAT_RGBA:
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glTexImage2D(
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GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
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GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
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);
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errorChain(errorGLCheck());
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break;
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