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@ -1458,6 +1458,7 @@ void rlBegin(int mode) |
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// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer |
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) |
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{ |
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int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId; |
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) |
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{ |
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// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, |
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@ -1480,13 +1481,14 @@ void rlBegin(int mode) |
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; |
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; |
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; |
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; |
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} |
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} |
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// Finish vertex providing |
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void rlEnd(void) |
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{ |
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rlSetTexture(RLGL.State.defaultTextureId); |
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// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, |
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit) |
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) |
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