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authorVictor <[email protected]>2021-03-23 20:17:23 +0100
committerGitHub <[email protected]>2021-03-23 20:17:23 +0100
commitc5b0a1f0056bdd3562c8c5775080a839a4bb2290 (patch)
tree75d1f0cca47131d946046ce9b5cb50d981194f93 /src/rlgl.h
parent2532c396edf08c997588c4fe2d8ddebaf224508b (diff)
downloadraylib-c5b0a1f0056bdd3562c8c5775080a839a4bb2290.tar.gz
raylib-c5b0a1f0056bdd3562c8c5775080a839a4bb2290.zip
Fix activeTextureId to have MAX_BATCH_ACTIVE_TEXTURES elements instead of the hardcoded 4 (#1674)
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 7f9537e6..f61bb6ba 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -825,7 +825,7 @@ typedef struct rlglData {
Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
- unsigned int activeTextureId[4]; // Active texture ids to be enabled on batch drawing (0 active by default)
+ unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
Shader defaultShader; // Basic shader, support vertex color and diffuse texture