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-rw-r--r--src/rlgl.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index cd2396a5..47f63170 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -319,7 +319,7 @@ typedef struct rlDrawCall {
// rlRenderBatch type
typedef struct rlRenderBatch {
- int bufferCount; // Number of vertex buffers (multi-buffering support)
+ int bufferCount; // Number of vertex buffers (multi-buffering support)
int currentBuffer; // Current buffer tracking in case of multi-buffering
rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
@@ -847,10 +847,10 @@ typedef struct rlglData {
rlRenderBatch defaultBatch; // Default internal render batch
struct {
- int vertexCounter; // Vertex counter to process (and draw) from full buffer
- float texcoordx, texcoordy; // Current active texture coordinate
- float normalx, normaly, normalz; // Current active normal
- unsigned char colorr, colorg, colorb, colora; // Current active color
+ int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
+ float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
+ float normalx, normaly, normalz; // Current active normal (added on glVertex*())
+ unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
int currentMatrixMode; // Current matrix mode
Matrix *currentMatrix; // Current matrix pointer
@@ -2468,7 +2468,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// Reset batch buffers
//------------------------------------------------------------------------------------------------------------
- // Reset vertex counters for next frame
+ // Reset vertex counter for next frame
RLGL.State.vertexCounter = 0;
// Reset depth for next draw
@@ -2534,7 +2534,7 @@ bool rlCheckRenderBatchLimit(int vCount)
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
- // restore state of last batch so we can continue adding vertices
+ // Restore state of last batch so we can continue adding vertices
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
}