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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/shapes | |
| 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/shapes')
| -rw-r--r-- | examples/shapes/shapes_basic_shapes.c | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c index 4b7cc261..67eea9d5 100644 --- a/examples/shapes/shapes_basic_shapes.c +++ b/examples/shapes/shapes_basic_shapes.c @@ -39,26 +39,27 @@ int main() DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY); - DrawLine(18, 42, screenWidth - 18, 42, BLACK); - DrawCircle(screenWidth/4, 120, 35, DARKBLUE); - DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE); - DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE); DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED); + DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD); - DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); DrawTriangle((Vector2){screenWidth/4*3, 80}, (Vector2){screenWidth/4*3 - 60, 150}, (Vector2){screenWidth/4*3 + 60, 150}, VIOLET); + DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN); + + DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE); + + // NOTE: We draw all LINES based shapes together to optimize internal drawing, + // this way, all LINES are rendered in a single draw pass + DrawLine(18, 42, screenWidth - 18, 42, BLACK); + DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE); DrawTriangleLines((Vector2){screenWidth/4*3, 160}, (Vector2){screenWidth/4*3 - 20, 230}, (Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE); - - DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN); - EndDrawing(); //---------------------------------------------------------------------------------- } |
