diff options
| author | Ray <[email protected]> | 2020-11-03 23:47:33 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-11-03 23:47:33 +0100 |
| commit | 3e1cd487dfe1e1381e1effb71fc069cb4dd8ad20 (patch) | |
| tree | b1f88ab590e601a0932da43e4c780402b46db5a7 /src/rlgl.h | |
| parent | f46514b855f5790b9ccef440ce8df2c84ce92415 (diff) | |
| download | raylib-3e1cd487dfe1e1381e1effb71fc069cb4dd8ad20.tar.gz raylib-3e1cd487dfe1e1381e1effb71fc069cb4dd8ad20.zip | |
Remove trailing spaces
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 112 |
1 files changed, 56 insertions, 56 deletions
@@ -138,7 +138,7 @@ #define DEFAULT_BATCH_BUFFER_ELEMENTS 8192 #elif defined(GRAPHICS_API_OPENGL_ES2) // We reduce memory sizes for embedded systems (RPI and HTML5) - // NOTE: On HTML5 (emscripten) this is allocated on heap, + // NOTE: On HTML5 (emscripten) this is allocated on heap, // by default it's only 16MB!...just take care... #define DEFAULT_BATCH_BUFFER_ELEMENTS 2048 #endif @@ -790,7 +790,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data // Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct VertexBuffer { int elementsCount; // Number of elements in the buffer (QUADS) - + int vCounter; // Vertex position counter to process (and draw) from full buffer int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer int cCounter; // Vertex color counter to process (and draw) from full buffer @@ -808,7 +808,7 @@ typedef struct VertexBuffer { } VertexBuffer; // Draw call type -// NOTE: Only texture changes register a new draw, other state-change-related elements are not +// NOTE: Only texture changes register a new draw, other state-change-related elements are not // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any // of those state-change happens (this is done in core module) typedef struct DrawCall { @@ -868,7 +868,7 @@ typedef struct rlglData { unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) Shader defaultShader; // Basic shader, support vertex color and diffuse texture Shader currentShader; // Shader to be used on rendering (by default, defaultShader) - + int currentBlendMode; // Blending mode active int glBlendSrcFactor; // Blending source factor int glBlendDstFactor; // Blending destination factor @@ -1477,7 +1477,7 @@ void rlDisableWireMode(void) void rlUnloadFramebuffer(unsigned int id) { #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) - + // Query depth attachment to automatically delete texture/renderbuffer int depthType = 0, depthId = 0; glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type @@ -1488,7 +1488,7 @@ void rlUnloadFramebuffer(unsigned int id) if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU); - // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, + // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, // the texture image is automatically detached from the currently bound framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -1755,7 +1755,7 @@ void rlglInit(int width, int height) glCullFace(GL_BACK); // Cull the back face (default) glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) glEnable(GL_CULL_FACE); // Enable backface culling - + // Init state: Cubemap seamless #if defined(GRAPHICS_API_OPENGL_33) glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) @@ -1778,7 +1778,7 @@ void rlglInit(int width, int height) TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully"); #endif - + // Init state: Color/Depth buffers clear glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) glClearDepth(1.0f); // Set clear depth value (default) @@ -2098,7 +2098,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); - + TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully"); } else @@ -2110,7 +2110,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); - + TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); } #endif @@ -2141,7 +2141,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) { if (data == NULL) { - if (format < COMPRESSED_DXT1_RGB) + if (format < COMPRESSED_DXT1_RGB) { if (format == UNCOMPRESSED_R32G32B32) { @@ -2296,12 +2296,12 @@ void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, { case RL_ATTACHMENT_COLOR_CHANNEL0: case RL_ATTACHMENT_COLOR_CHANNEL1: - case RL_ATTACHMENT_COLOR_CHANNEL2: - case RL_ATTACHMENT_COLOR_CHANNEL3: - case RL_ATTACHMENT_COLOR_CHANNEL4: - case RL_ATTACHMENT_COLOR_CHANNEL5: - case RL_ATTACHMENT_COLOR_CHANNEL6: - case RL_ATTACHMENT_COLOR_CHANNEL7: + case RL_ATTACHMENT_COLOR_CHANNEL2: + case RL_ATTACHMENT_COLOR_CHANNEL3: + case RL_ATTACHMENT_COLOR_CHANNEL4: + case RL_ATTACHMENT_COLOR_CHANNEL5: + case RL_ATTACHMENT_COLOR_CHANNEL6: + case RL_ATTACHMENT_COLOR_CHANNEL7: { if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, 0); else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId); @@ -2312,13 +2312,13 @@ void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, { if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, 0); else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId); - + } break; case RL_ATTACHMENT_STENCIL: { if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, 0); else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId); - + } break; default: break; } @@ -2636,7 +2636,7 @@ void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index) if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(float), mesh.tangents, GL_DYNAMIC_DRAW); else if (index + count >= mesh.vertexCount) break; else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(float), count*4*sizeof(float), mesh.tangents); - + } break; case 5: // Update texcoords2 (vertex second texture coordinates) { @@ -2644,18 +2644,18 @@ void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index) if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*2*sizeof(float), mesh.texcoords2, GL_DYNAMIC_DRAW); else if (index + count >= mesh.vertexCount) break; else glBufferSubData(GL_ARRAY_BUFFER, index*2*sizeof(float), count*2*sizeof(float), mesh.texcoords2); - + } break; case 6: // Update indices (triangle index buffer) { // the * 3 is because each triangle has 3 indices unsigned short *indices = mesh.indices; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); - + if (index == 0 && count >= mesh.triangleCount) glBufferData(GL_ELEMENT_ARRAY_BUFFER, count*3*sizeof(*indices), indices, GL_DYNAMIC_DRAW); else if (index + count >= mesh.triangleCount) break; else glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, index*3*sizeof(*indices), count*3*sizeof(*indices), indices); - + } break; default: break; } @@ -2906,7 +2906,7 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c // At this point the modelview matrix just contains the view matrix (camera) // For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform - glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, + glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection))); float16* instances = RL_MALLOC(count*sizeof(float16)); @@ -3189,13 +3189,13 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode) { shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); - if (vertexShaderId != RLGL.State.defaultVShaderId) + if (vertexShaderId != RLGL.State.defaultVShaderId) { // Detach shader before deletion to make sure memory is freed glDetachShader(shader.id, vertexShaderId); glDeleteShader(vertexShaderId); } - if (fragmentShaderId != RLGL.State.defaultFShaderId) + if (fragmentShaderId != RLGL.State.defaultFShaderId) { // Detach shader before deletion to make sure memory is freed glDetachShader(shader.id, fragmentShaderId); @@ -3245,7 +3245,7 @@ void UnloadShader(Shader shader) { glDeleteProgram(shader.id); RL_FREE(shader.locs); - + TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id); } #endif @@ -3345,13 +3345,13 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); - + // Check if texture is already active for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return; // Register a new active texture for the internal batch system // NOTE: Default texture is always activated as GL_TEXTURE0 - for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) + for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) { if (RLGL.State.activeTextureId[i] == 0) { @@ -3426,11 +3426,11 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); cubemap.id = rlLoadTextureCubemap(NULL, size, format); - + unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X); - + // Check if framebuffer is complete with attachments (valid) if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo); //------------------------------------------------------------------------------------------ @@ -3442,7 +3442,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - + // Define view matrix for every side of the cubemap Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), @@ -3472,7 +3472,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in #endif rlClearScreenBuffers(); GenDrawCube(); - + #if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) // Using internal batch system instead of raw OpenGL cube creating+drawing // NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code! @@ -3514,7 +3514,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); irradiance.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32); - + unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X); @@ -3527,7 +3527,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - + // Define view matrix for every side of the cubemap Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), @@ -3537,7 +3537,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) }; - + rlEnableShader(shader.id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); @@ -3588,7 +3588,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si unsigned int rbo = rlLoadTextureDepth(size, size, true); prefilter.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32); rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_MIP_LINEAR); - + unsigned int fbo = rlLoadFramebuffer(size, size); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER); rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X); @@ -3605,7 +3605,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si // Define projection matrix and send it to shader Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - + // Define view matrix for every side of the cubemap Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), @@ -3632,12 +3632,12 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si // Resize framebuffer according to mip-level size. unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); - + rlViewport(0, 0, mipWidth, mipHeight); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); - + float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); glUniform1f(roughnessLoc, roughness); @@ -3697,7 +3697,7 @@ Texture2D GenTextureBRDF(Shader shader, int size) rlEnableShader(shader.id); rlViewport(0, 0, size, size); - + rlEnableFramebuffer(fbo); rlClearScreenBuffers(); GenDrawQuad(); @@ -3733,15 +3733,15 @@ void BeginBlendMode(int mode) switch (mode) { - case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; - case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break; default: break; } - + RLGL.State.currentBlendMode = mode; } #endif @@ -3788,7 +3788,7 @@ void UpdateVrTracking(Camera *camera) void CloseVrSimulator(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) + if (RLGL.Vr.simulatorReady) { rlUnloadTexture(RLGL.Vr.stereoTexId); // Unload color texture rlUnloadFramebuffer(RLGL.Vr.stereoFboId); // Unload stereo framebuffer and depth texture/renderbuffer @@ -4245,15 +4245,15 @@ static void UnloadShaderDefault(void) static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements) { RenderBatch batch = { 0 }; - + // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers); - + for (int i = 0; i < numBuffers; i++) { batch.vertexBuffer[i].elementsCount = bufferElements; - + batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad @@ -4338,7 +4338,7 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements) // Unbind the current VAO if (RLGL.ExtSupported.vao) glBindVertexArray(0); //-------------------------------------------------------------------------------------------- - + // Init draw calls tracking system //-------------------------------------------------------------------------------------------- batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall)); @@ -4359,7 +4359,7 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements) batch.drawsCounter = 1; // Reset draws counter batch.currentDepth = -1.0f; // Reset depth value //-------------------------------------------------------------------------------------------- - + return batch; } @@ -4410,7 +4410,7 @@ static void DrawRenderBatch(RenderBatch *batch) if (RLGL.ExtSupported.vao) glBindVertexArray(0); } //------------------------------------------------------------------------------------------------------------ - + // Draw batch vertex buffers (considering VR stereo if required) //------------------------------------------------------------------------------------------------------------ Matrix matProjection = RLGL.State.projection; @@ -4460,12 +4460,12 @@ static void DrawRenderBatch(RenderBatch *batch) // Setup some default shader values glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 - + // Activate additional sampler textures // Those additional textures will be common for all draw calls of the batch for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) { - if (RLGL.State.activeTextureId[i] > 0) + if (RLGL.State.activeTextureId[i] > 0) { glActiveTexture(GL_TEXTURE0 + 1 + i); glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); @@ -4511,7 +4511,7 @@ static void DrawRenderBatch(RenderBatch *batch) glUseProgram(0); // Unbind shader program } //------------------------------------------------------------------------------------------------------------ - + // Reset batch buffers //------------------------------------------------------------------------------------------------------------ // Reset vertex counters for next frame @@ -4533,7 +4533,7 @@ static void DrawRenderBatch(RenderBatch *batch) batch->draws[i].vertexCount = 0; batch->draws[i].textureId = RLGL.State.defaultTextureId; } - + // Reset active texture units for next batch for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0; @@ -4684,7 +4684,7 @@ static void GenDrawCube(void) // Gen VAO to contain VBO glGenVertexArrays(1, &cubeVAO); glBindVertexArray(cubeVAO); - + // Gen and fill vertex buffer (VBO) glGenBuffers(1, &cubeVBO); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); |
