REVIEW: Replace rlglDraw() calls by DrawRenderBatch() internal calls
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fe8bf2fa55
commit
eef82b04ac
1 changed files with 9 additions and 9 deletions
18
src/rlgl.h
18
src/rlgl.h
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@ -1150,7 +1150,7 @@ void rlBegin(int mode)
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else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
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if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw();
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if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
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else
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{
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
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@ -1161,7 +1161,7 @@ void rlBegin(int mode)
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}
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}
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if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw();
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if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
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RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
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@ -1214,11 +1214,11 @@ void rlEnd(void)
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// NOTE: This check is combined with usage of rlCheckBufferLimit()
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if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
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{
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// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(),
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// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(),
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// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
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// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
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for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
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rlglDraw();
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DrawRenderBatch(RLGL.currentBatch);
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}
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}
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@ -1323,7 +1323,7 @@ void rlEnableTexture(unsigned int id)
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else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
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if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw();
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if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
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else
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{
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
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@ -1334,7 +1334,7 @@ void rlEnableTexture(unsigned int id)
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}
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}
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if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw();
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if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
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RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
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@ -1351,7 +1351,7 @@ void rlDisableTexture(void)
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#else
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// NOTE: If quads batch limit is reached,
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// we force a draw call and next batch starts
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if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) rlglDraw();
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if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch);
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#endif
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}
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@ -3156,7 +3156,7 @@ void BeginShaderMode(Shader shader)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.State.currentShader.id != shader.id)
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{
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rlglDraw();
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DrawRenderBatch(RLGL.currentBatch);
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RLGL.State.currentShader = shader;
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}
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#endif
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@ -3595,7 +3595,7 @@ void BeginBlendMode(int mode)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.State.currentBlendMode != mode)
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{
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rlglDraw();
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DrawRenderBatch(RLGL.currentBatch);
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switch (mode)
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{
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