Just found out that there’s a problem with al_use_projection_transform. When using shaders, after the call the shader’s matrices aren’t updated… if you call al_use_transform after al_use_projection_transform, it works as expected because al_use_transform has this code in it:
/*
* When the drawing is held, we apply the transformations in software,
* so the hardware transformation has to be kept at identity.
*/
if (!al_is_bitmap_drawing_held()) {
display = _al_get_bitmap_display(target);
if (display) {
display->vt->update_transformation(display, target);
}
}
I think al_use_projection_transform should have something like that, but I haven’t looked into it deeply.
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