OpenGL: If-statement instead of asserting when activating material with mvp
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@@ -277,19 +277,22 @@ when RENDER_BACKEND_OPENGL {
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opengl_activate_bind_textures_in_material(material)
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model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix")
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assert(model_matrix_loc >= 0)
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model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
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gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
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if model_matrix_loc >= 0 {
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model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
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gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
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}
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view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix")
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assert(view_matrix_loc >= 0)
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view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
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gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
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if view_matrix_loc >= 0 {
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view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
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gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
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}
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projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix")
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assert(projection_matrix_loc >= 0)
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projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
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gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
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if projection_matrix_loc >= 0 {
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projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
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gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
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}
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}
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opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.
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