Solved issues when compiled for OpenGL 1.1
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1 changed files with 11 additions and 5 deletions
16
src/rlgl.h
16
src/rlgl.h
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@ -1765,11 +1765,7 @@ void rlglInit(int width, int height)
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glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
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glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
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#endif
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#endif
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// Init state: Color/Depth buffers clear
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
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glClearDepth(1.0f); // Set clear depth value (default)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
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// Store screen size into global variables
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// Store screen size into global variables
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RLGL.State.framebufferWidth = width;
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RLGL.State.framebufferWidth = width;
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RLGL.State.framebufferHeight = height;
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RLGL.State.framebufferHeight = height;
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@ -1779,6 +1775,12 @@ void rlglInit(int width, int height)
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RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
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RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
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TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
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TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
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#endif
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// Init state: Color/Depth buffers clear
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
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glClearDepth(1.0f); // Set clear depth value (default)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
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}
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}
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// Vertex Buffer Object deinitialization (memory free)
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// Vertex Buffer Object deinitialization (memory free)
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@ -1880,9 +1882,11 @@ void rlSetDebugMarker(const char *text)
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// Set blending mode factor and equation
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// Set blending mode factor and equation
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void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
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void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.glBlendSrcFactor = glSrcFactor;
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RLGL.State.glBlendSrcFactor = glSrcFactor;
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RLGL.State.glBlendDstFactor = glDstFactor;
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RLGL.State.glBlendDstFactor = glDstFactor;
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RLGL.State.glBlendEquation = glEquation;
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RLGL.State.glBlendEquation = glEquation;
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#endif
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}
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}
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// Load OpenGL extensions
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// Load OpenGL extensions
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@ -3604,6 +3608,7 @@ Texture2D GenTextureBRDF(Shader shader, int size)
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// NOTE: Only 3 blending modes supported, default blend mode is alpha
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// NOTE: Only 3 blending modes supported, default blend mode is alpha
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void BeginBlendMode(int mode)
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void BeginBlendMode(int mode)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.State.currentBlendMode != mode)
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if (RLGL.State.currentBlendMode != mode)
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{
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{
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rlglDraw();
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rlglDraw();
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@ -3621,6 +3626,7 @@ void BeginBlendMode(int mode)
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RLGL.State.currentBlendMode = mode;
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RLGL.State.currentBlendMode = mode;
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}
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}
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#endif
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}
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}
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// End blending mode (reset to default: alpha blending)
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// End blending mode (reset to default: alpha blending)
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