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Merge 20b95c88e0 into bdfbd6e8cc

pull/4364/merge
Destructor17 1 day ago
committed by GitHub
parent
commit
6003ef9653
No known key found for this signature in database GPG Key ID: B5690EEEBB952194
2 changed files with 4 additions and 6 deletions
  1. +1
    -5
      examples/textures/textures_polygon.c
  2. +3
    -1
      src/rlgl.h

+ 1
- 5
examples/textures/textures_polygon.c View File

@ -115,8 +115,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
{
rlSetTexture(texture.id);
// Texturing is only supported on RL_QUADS
rlBegin(RL_QUADS);
rlBegin(RL_TRIANGLES);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
@ -130,9 +129,6 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
}
rlEnd();

+ 3
- 1
src/rlgl.h View File

@ -1458,6 +1458,7 @@ 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)
{
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,
@ -1480,13 +1481,14 @@ 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 = RLGL.State.defaultTextureId;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
}
}
// Finish vertex providing
void rlEnd(void)
{
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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