Reviewed framebuffers cleaning

Issues when dealing with FBOs
This commit is contained in:
raysan5 2018-01-06 02:43:38 +01:00
parent 1a82e1ab26
commit b760f16f9b

View file

@ -83,7 +83,7 @@
#define SUPPORT_MOUSE_GESTURES #define SUPPORT_MOUSE_GESTURES
#define SUPPORT_CAMERA_SYSTEM #define SUPPORT_CAMERA_SYSTEM
#define SUPPORT_GESTURES_SYSTEM #define SUPPORT_GESTURES_SYSTEM
#define SUPPORT_BUSY_WAIT_LOOP //#define SUPPORT_BUSY_WAIT_LOOP
#define SUPPORT_GIF_RECORDING #define SUPPORT_GIF_RECORDING
//------------------------------------------------- //-------------------------------------------------
@ -778,8 +778,8 @@ void DisableCursor()
// Set background color (framebuffer clear color) // Set background color (framebuffer clear color)
void ClearBackground(Color color) void ClearBackground(Color color)
{ {
// Clear full framebuffer (not only render area) to color rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
rlClearColor(color.r, color.g, color.b, color.a); rlClearScreenBuffers(); // Clear current framebuffers
} }
// Setup canvas (framebuffer) to start drawing // Setup canvas (framebuffer) to start drawing
@ -789,7 +789,6 @@ void BeginDrawing(void)
updateTime = currentTime - previousTime; updateTime = currentTime - previousTime;
previousTime = currentTime; previousTime = currentTime;
rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here
@ -928,8 +927,6 @@ void BeginTextureMode(RenderTexture2D target)
rlEnableRenderTexture(target.id); // Enable render target rlEnableRenderTexture(target.id); // Enable render target
rlClearScreenBuffers(); // Clear render texture buffers
// Set viewport to framebuffer size // Set viewport to framebuffer size
rlViewport(0, 0, target.texture.width, target.texture.height); rlViewport(0, 0, target.texture.width, target.texture.height);