diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 28 |
1 files changed, 14 insertions, 14 deletions
@@ -1130,22 +1130,22 @@ void rlBegin(int mode) // Make sure current draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, - // those vertex are not processed but they are considered as an additional offset + // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4); else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4))); - + if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw(); else { vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment; - + drawsCounter++; } } - + if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); draws[drawsCounter - 1].mode = mode; @@ -1301,22 +1301,22 @@ void rlEnableTexture(unsigned int id) // Make sure current draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, - // those vertex are not processed but they are considered as an additional offset + // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4); else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4))); - + if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw(); else { vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment; - + drawsCounter++; } } - + if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); draws[drawsCounter - 1].textureId = id; @@ -2044,7 +2044,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer) { unsigned int id = 0; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) unsigned int glInternalFormat = GL_DEPTH_COMPONENT16; @@ -2103,7 +2103,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) { unsigned int cubemapId = 0; unsigned int dataSize = GetPixelDataSize(size, size, format); - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glGenTextures(1, &cubemapId); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId); @@ -2305,7 +2305,7 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy bool rlRenderTextureComplete(RenderTexture target) { bool result = false; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindFramebuffer(GL_FRAMEBUFFER, target.id); @@ -4196,7 +4196,7 @@ static void DrawBuffersDefault(void) glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active) - + // TODO: Support additional texture units on custom shader //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1); //if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2); @@ -4231,7 +4231,7 @@ static void DrawBuffersDefault(void) for (int i = 0; i < drawsCounter; i++) { glBindTexture(GL_TEXTURE_2D, draws[i].textureId); - + // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } @@ -4248,7 +4248,7 @@ static void DrawBuffersDefault(void) glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6)); #endif } - + vertexOffset += (draws[i].vertexCount + draws[i].vertexAlignment); } |
