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WARNING: REVERTED CHANGE THAT BROKE BATCHING!!! #4849

I'm sorry... I did not detect this change was breaking batching... :(
pull/4850/head
Ray il y a 1 semaine
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révision
46cd07d2c7
1 fichiers modifiés avec 1 ajouts et 7 suppressions
  1. +1
    -7
      src/rlgl.h

+ 1
- 7
src/rlgl.h Voir le fichier

@ -1459,9 +1459,6 @@ void rlBegin(int mode)
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
{
// Get current binded texture to preserve it between draw modes change (QUADS <--> TRIANGLES)
int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
@ -1484,16 +1481,13 @@ void rlBegin(int mode)
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; // Preserve active texture
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
}
}
// Finish vertex providing
void rlEnd(void)
{
// Reset texture to default
rlSetTexture(RLGL.State.defaultTextureId);
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)

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