Review PR #3746 formating

This commit is contained in:
Ray 2024-01-29 21:16:17 +01:00
parent bebf9547bd
commit deaffb0698
2 changed files with 8 additions and 11 deletions

View file

@ -961,8 +961,7 @@ void EndMode2D(void)
rlLoadIdentity(); // Reset current matrix (modelview) rlLoadIdentity(); // Reset current matrix (modelview)
if (rlGetActiveFramebuffer() == 0) if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
} }
// Initializes 3D mode with custom camera (3D) // Initializes 3D mode with custom camera (3D)
@ -1015,8 +1014,7 @@ void EndMode3D(void)
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview) rlLoadIdentity(); // Reset current matrix (modelview)
if (rlGetActiveFramebuffer() == 0) if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
} }
@ -1062,9 +1060,9 @@ void EndTextureMode(void)
// Set viewport to default framebuffer size // Set viewport to default framebuffer size
SetupViewport(CORE.Window.render.width, CORE.Window.render.height); SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
// go back to the modelview state from BeginDrawing since we are back to the default FBO // Go back to the modelview state from BeginDrawing since we are back to the default FBO
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview) rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
// Reset current fbo to screen size // Reset current fbo to screen size

View file

@ -621,7 +621,7 @@ RLAPI void rlDisableShader(void); // Disable shader progra
// Framebuffer state // Framebuffer state
RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
RLAPI unsigned int rlGetActiveFramebuffer(void); // Returns the active render texture (fbo), 0 for default framebuffer RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO) RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
@ -1729,12 +1729,11 @@ void rlEnableFramebuffer(unsigned int id)
// return the active render texture (fbo) // return the active render texture (fbo)
unsigned int rlGetActiveFramebuffer(void) unsigned int rlGetActiveFramebuffer(void)
{ {
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
GLint fboId = 0; GLint fboId = 0;
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
return fboId;
#endif #endif
return 0; return fboId;
} }
// Disable rendering to texture // Disable rendering to texture