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authorRay <[email protected]>2023-04-22 21:17:53 +0200
committerRay <[email protected]>2023-04-22 21:17:53 +0200
commit838fc7e3033945a5df68a4e360405dc96e910987 (patch)
treeed5c787e50b4227c9e2f24b31165af2ddf6c6c3c /src/rlgl.h
parent05af08080e49fdcdfd603e11c0ddd7d80f0b63ae (diff)
downloadraylib-838fc7e3033945a5df68a4e360405dc96e910987.tar.gz
raylib-838fc7e3033945a5df68a4e360405dc96e910987.zip
REVIEWED: Some old TODOs
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index e786fa38..38d4ebb0 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -1416,8 +1416,7 @@ void rlVertex3f(float x, float y, float z)
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
- // TODO: Add current normal
- // By default rlVertexBuffer type does not store normals
+ // WARNING: By default rlVertexBuffer struct does not store normals
// Add current color
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
@@ -2047,7 +2046,7 @@ void rlglInit(int width, int height)
if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
{
glDebugMessageCallback(rlDebugMessageCallback, 0);
- // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
+ // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
// Debug context options:
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
@@ -2648,7 +2647,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
- // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+ // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
if (RLGL.State.vertexCounter > 0)
{
// Activate elements VAO