From eeb151586f12f8694cccaecf12d92af7842338b5 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 7 May 2016 18:28:40 +0200 Subject: [PATCH] Corrected issues with OpenGL 1.1 backend --- src/rlgl.c | 58 +++++++++++++++++++++++++++++++----------------------- 1 file changed, 33 insertions(+), 25 deletions(-) diff --git a/src/rlgl.c b/src/rlgl.c index 02649e305..462ccdec4 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1080,22 +1080,24 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array + glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array + glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array + glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array + glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array //glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array (NOT USED) - rlMultMatrixf(MatrixToFloat(transform)); - - glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPushMatrix(); + rlMultMatrixf(MatrixToFloat(transform)); + rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); + glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPopMatrix(); - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array + glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array + glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array + glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); @@ -1865,6 +1867,20 @@ void *rlglReadTexturePixels(Texture2D texture) // NOTE: Those functions are exposed directly to the user in raylib.h //---------------------------------------------------------------------------------- +// Get default internal texture (white texture) +Texture2D GetDefaultTexture(void) +{ + Texture2D texture; + + texture.id = whiteTexture; + texture.width = 1; + texture.height = 1; + texture.mipmaps = 1; + texture.format = UNCOMPRESSED_R8G8B8A8; + + return texture; +} + // Load a custom shader and bind default locations Shader LoadShader(char *vsFileName, char *fsFileName) { @@ -1930,7 +1946,12 @@ void SetDefaultShader(void) // Get default shader Shader GetDefaultShader(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) return defaultShader; +#else + Shader shader = { 0 }; + return shader; +#endif } // Get shader uniform location @@ -2050,19 +2071,6 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in } } -Texture2D GetDefaultTexture(void) -{ - Texture2D texture; - - texture.id = whiteTexture; - texture.width = 1; - texture.height = 1; - texture.mipmaps = 1; - texture.format = UNCOMPRESSED_R8G8B8A8; - - return texture; -} - // Load custom shader strings and return program id static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) {