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| author | Ray <[email protected]> | 2023-04-22 21:17:53 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-04-22 21:17:53 +0200 |
| commit | 838fc7e3033945a5df68a4e360405dc96e910987 (patch) | |
| tree | ed5c787e50b4227c9e2f24b31165af2ddf6c6c3c /src/rlgl.h | |
| parent | 05af08080e49fdcdfd603e11c0ddd7d80f0b63ae (diff) | |
| download | raylib-838fc7e3033945a5df68a4e360405dc96e910987.tar.gz raylib-838fc7e3033945a5df68a4e360405dc96e910987.zip | |
REVIEWED: Some old TODOs
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 7 |
1 files changed, 3 insertions, 4 deletions
@@ -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 |
