Added some comments on latest change
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1 changed files with 6 additions and 2 deletions
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@ -1459,7 +1459,9 @@ void rlBegin(int mode)
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// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
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{
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// Get current binded texture to preserve it between draw modes change (QUADS <--> TRIANGLES)
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int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
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{
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// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
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@ -1482,14 +1484,16 @@ void rlBegin(int mode)
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; // Preserve active texture
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}
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}
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// Finish vertex providing
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void rlEnd(void)
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{
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// Reset texture to default
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rlSetTexture(RLGL.State.defaultTextureId);
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// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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@ -3057,7 +3061,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
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{
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// Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
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// Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
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if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
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