REVIEWED: Some old TODOs
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05af08080e
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4 changed files with 8 additions and 12 deletions
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@ -1416,8 +1416,7 @@ void rlVertex3f(float x, float y, float z)
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
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// TODO: Add current normal
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// By default rlVertexBuffer type does not store normals
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// WARNING: By default rlVertexBuffer struct does not store normals
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// Add current color
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
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@ -2047,7 +2046,7 @@ void rlglInit(int width, int height)
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if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
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{
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glDebugMessageCallback(rlDebugMessageCallback, 0);
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// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
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// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
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// Debug context options:
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// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
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@ -2648,7 +2647,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// Update batch vertex buffers
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//------------------------------------------------------------------------------------------------------------
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// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
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// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
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// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
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if (RLGL.State.vertexCounter > 0)
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{
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// Activate elements VAO
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