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@ -4070,6 +4070,8 @@ static void UnloadShaderDefault(void) |
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glDeleteShader(RLGL.State.defaultFShaderId); |
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glDeleteProgram(RLGL.State.defaultShader.id); |
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RL_FREE(RLGL.State.defaultShader.locs); |
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} |
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// Load render batch |
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@ -4186,8 +4188,9 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements) |
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//batch.draws[i].RLGL.State.modelview = MatrixIdentity(); |
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} |
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batch.drawsCounter = 1; // Reset draws counter |
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batch.currentDepth = -1.0f; // Reset depth value |
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batch.buffersCount = numBuffers; // Record buffer count |
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batch.drawsCounter = 1; // Reset draws counter |
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batch.currentDepth = -1.0f; // Reset depth value |
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//-------------------------------------------------------------------------------------------- |
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return batch; |
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