REDESIGNED: Multiple sampler2D usage on batch system

New implementation allow enabling additional textures per batch only.
This commit is contained in:
Ray 2020-10-31 11:48:44 +01:00
parent 8a16348131
commit fbc51e822b
2 changed files with 24 additions and 11 deletions

View file

@ -43,9 +43,8 @@ int main(void)
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
// Set an additional sampler2D, using another texture1
// NOTE: Additional samplers are enabled for all batch calls
SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue);
// Get an additional sampler2D location to be enabled on drawing
int texRedLoc = GetShaderLocation(shader, "texture1");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -66,8 +65,13 @@ int main(void)
BeginShaderMode(shader);
// We are drawing texture using default sampler2D but
// but additional texture units will be also enabled
// WARNING: Additional samplers are enabled for all draw calls in the batch,
// EndShaderMode() forces batch drawing and consequently resets active textures
// to let other sampler2D to be activated on consequent drawings (if required)
SetShaderValueTexture(shader, texRedLoc, texBlue);
// We are drawing texRed using default sampler2D texture0 but
// an additional texture units is enabled for texBlue (sampler2D texture1)
DrawTexture(texRed, 0, 0, WHITE);
EndShaderMode();