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authorRay <[email protected]>2020-06-27 14:10:53 +0200
committerRay <[email protected]>2020-06-27 14:10:53 +0200
commit5b294b7cff6bb43ef2234f618187c344488b4cc3 (patch)
tree4505cd69d961b490d4c662d7fc742b9b40ffda28
parent03846342bbb0a8b6b99025467bc6038119cf71ee (diff)
downloadraylib-5b294b7cff6bb43ef2234f618187c344488b4cc3.tar.gz
raylib-5b294b7cff6bb43ef2234f618187c344488b4cc3.zip
Corrected issue with OpenGL 1.1 support
-rw-r--r--src/rlgl.h14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 94a4d0b3..447227fb 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -1761,6 +1761,7 @@ void rlglInit(int width, int height)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
// Store screen size into global variables
RLGL.State.framebufferWidth = width;
RLGL.State.framebufferHeight = height;
@@ -1768,6 +1769,7 @@ void rlglInit(int width, int height)
// Init texture and rectangle used on basic shapes drawing
RLGL.State.shapesTexture = GetTextureDefault();
RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
+#endif
TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
}
@@ -2974,20 +2976,32 @@ Texture2D GetTextureDefault(void)
// Get texture to draw shapes (RAII)
Texture2D GetShapesTexture(void)
{
+#if defined(GRAPHICS_API_OPENGL_11)
+ Texture2D texture = { 0 };
+ return texture;
+#else
return RLGL.State.shapesTexture;
+#endif
}
// Get texture rectangle to draw shapes
Rectangle GetShapesTextureRec(void)
{
+#if defined(GRAPHICS_API_OPENGL_11)
+ Rectangle rec = { 0 };
+ return rec;
+#else
return RLGL.State.shapesTextureRec;
+#endif
}
// Define default texture used to draw shapes
void SetShapesTexture(Texture2D texture, Rectangle source)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.shapesTexture = texture;
RLGL.State.shapesTextureRec = source;
+#endif
}
// Get default shader