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| author | Ray <[email protected]> | 2018-12-11 18:54:48 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-12-11 18:54:48 +0100 |
| commit | 97e40ced57489f4d66d4b9bc9fe213c388e1a827 (patch) | |
| tree | e32e3f2bd1bca90ef43c6d21786b18c2f78ffdc6 /examples/models/models_billboard.c | |
| parent | 7361ed24e26b964709ca80bf8fef138619db97fc (diff) | |
| download | raylib-97e40ced57489f4d66d4b9bc9fe213c388e1a827.tar.gz raylib-97e40ced57489f4d66d4b9bc9fe213c388e1a827.zip | |
WARNING: BIG rewrite of rlgl module
This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could.
The BIG changes to the module are:
- Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system.
- Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations.
- Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f()
- Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is.
- Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed.
- TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but...
Diffstat (limited to 'examples/models/models_billboard.c')
| -rw-r--r-- | examples/models/models_billboard.c | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index 8ce6a44f..59655714 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -28,7 +28,6 @@ int main() camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard @@ -52,11 +51,11 @@ int main() ClearBackground(RAYWHITE); BeginMode3D(camera); - - DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); DrawGrid(10, 1.0f); // Draw a grid - + + DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); + EndMode3D(); DrawFPS(10, 10); |
