Corrected issue with framebuffer size storage #1298
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1 changed files with 0 additions and 3 deletions
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@ -1078,7 +1078,6 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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#endif
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// Set the viewport area (transformation from normalized device coordinates to window coordinates)
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// NOTE: Updates global variables: RLGL.State.framebufferWidth, RLGL.State.framebufferHeight
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void rlViewport(int x, int y, int width, int height)
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{
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glViewport(x, y, width, height);
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@ -1763,7 +1762,6 @@ void rlglInit(int width, int height)
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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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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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// Store screen size into global variables
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RLGL.State.framebufferWidth = width;
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RLGL.State.framebufferHeight = height;
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@ -1771,7 +1769,6 @@ void rlglInit(int width, int height)
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// Init texture and rectangle used on basic shapes drawing
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RLGL.State.shapesTexture = GetTextureDefault();
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RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
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#endif
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TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
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}
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