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authorRay <[email protected]>2018-12-11 18:54:48 +0100
committerRay <[email protected]>2018-12-11 18:54:48 +0100
commit97e40ced57489f4d66d4b9bc9fe213c388e1a827 (patch)
treee32e3f2bd1bca90ef43c6d21786b18c2f78ffdc6 /examples/shapes
parent7361ed24e26b964709ca80bf8fef138619db97fc (diff)
downloadraylib-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.c17
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();
//----------------------------------------------------------------------------------
}