Added security check to avoid internal render batch overflow
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@ -3236,6 +3236,8 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height)*sinRotation;
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bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
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}
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rlCheckRenderBatchLimit(4); // Make sure there is enough free space on the batch buffer
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rlSetTexture(texture.id);
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rlBegin(RL_QUADS);
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