From ae35c37c8a98a0413ae525719bbbdee53dfcc86d Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 4 Aug 2017 18:56:36 +0200 Subject: [PATCH] Corrected game to run on OpenGL 1.1 --- .../wave_collector/screens/screen_gameplay.c | 32 +++++++++++-------- 1 file changed, 18 insertions(+), 14 deletions(-) diff --git a/games/wave_collector/screens/screen_gameplay.c b/games/wave_collector/screens/screen_gameplay.c index 73b3f435d..6d82d72e2 100644 --- a/games/wave_collector/screens/screen_gameplay.c +++ b/games/wave_collector/screens/screen_gameplay.c @@ -421,21 +421,25 @@ void DrawGameplayScreen(void) DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE); // Draw wave - // NOTE: Old drawing method, replaced by rendertarget - //DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); - //DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY); - //DrawRectangleLines(20, 20, 1240, 140, DARKGRAY); - //DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY); + if (waveTarget.texture.id <= 0) // Render target could not be loaded (OpenGL 1.1) + { + // Draw wave directly on screen + DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); + DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); + } + else + { + // Draw wave using render target + ClearBackground(BLANK); + BeginTextureMode(waveTarget); + DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); + EndTextureMode(); - // Draw wave using render target - ClearBackground(BLANK); - BeginTextureMode(waveTarget); - DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); - EndTextureMode(); - - // TODO: Apply antialiasing shader - DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); - DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); + // TODO: Apply antialiasing shader + + DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); + DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); + } } // Gameplay Screen Unload logic