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@ -1765,11 +1765,7 @@ void rlglInit(int width, int height) |
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glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) |
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#endif |
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// Init state: Color/Depth buffers clear |
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) |
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glClearDepth(1.0f); // Set clear depth value (default) |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// Store screen size into global variables |
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RLGL.State.framebufferWidth = width; |
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RLGL.State.framebufferHeight = height; |
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@ -1779,6 +1775,12 @@ void rlglInit(int width, int height) |
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RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }; |
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TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully"); |
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#endif |
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// Init state: Color/Depth buffers clear |
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) |
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glClearDepth(1.0f); // Set clear depth value (default) |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) |
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} |
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// Vertex Buffer Object deinitialization (memory free) |
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@ -1880,9 +1882,11 @@ void rlSetDebugMarker(const char *text) |
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// Set blending mode factor and equation |
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void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation) |
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{ |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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RLGL.State.glBlendSrcFactor = glSrcFactor; |
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RLGL.State.glBlendDstFactor = glDstFactor; |
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RLGL.State.glBlendEquation = glEquation; |
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#endif |
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} |
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// Load OpenGL extensions |
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@ -3604,6 +3608,7 @@ Texture2D GenTextureBRDF(Shader shader, int size) |
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// NOTE: Only 3 blending modes supported, default blend mode is alpha |
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void BeginBlendMode(int mode) |
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{ |
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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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@ -3621,6 +3626,7 @@ void BeginBlendMode(int mode) |
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RLGL.State.currentBlendMode = mode; |
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} |
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#endif |
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} |
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// End blending mode (reset to default: alpha blending) |
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