Corrected game to run on OpenGL 1.1

This commit is contained in:
raysan5 2017-08-04 18:56:36 +02:00
parent eeca607506
commit ae35c37c8a

View file

@ -421,12 +421,14 @@ 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);
@ -434,9 +436,11 @@ void DrawGameplayScreen(void)
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);
}
}
// Gameplay Screen Unload logic
void UnloadGameplayScreen(void)