diff --git a/src/rlgl.h b/src/rlgl.h index 0ecf1cb52..97429ca82 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -1150,7 +1150,7 @@ void rlBegin(int mode) else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; - if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw(); + if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch); else { RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; @@ -1161,7 +1161,7 @@ void rlBegin(int mode) } } - if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw(); + if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch); RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode; RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; @@ -1214,11 +1214,11 @@ void rlEnd(void) // NOTE: This check is combined with usage of rlCheckBufferLimit() if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4)) { - // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(), + // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(), // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix(); - rlglDraw(); + DrawRenderBatch(RLGL.currentBatch); } } @@ -1323,7 +1323,7 @@ void rlEnableTexture(unsigned int id) else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; - if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw(); + if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch); else { RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; @@ -1334,7 +1334,7 @@ void rlEnableTexture(unsigned int id) } } - if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw(); + if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch); RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; @@ -1351,7 +1351,7 @@ void rlDisableTexture(void) #else // NOTE: If quads batch limit is reached, // we force a draw call and next batch starts - if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) rlglDraw(); + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch); #endif } @@ -3156,7 +3156,7 @@ void BeginShaderMode(Shader shader) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (RLGL.State.currentShader.id != shader.id) { - rlglDraw(); + DrawRenderBatch(RLGL.currentBatch); RLGL.State.currentShader = shader; } #endif @@ -3595,7 +3595,7 @@ void BeginBlendMode(int mode) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (RLGL.State.currentBlendMode != mode) { - rlglDraw(); + DrawRenderBatch(RLGL.currentBatch); switch (mode) {