|  | @ -421,21 +421,25 @@ void DrawGameplayScreen(void) | 
														
													
														
															
																|  |  | DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE); |  |  | DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE); | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // Draw wave |  |  | // Draw wave | 
														
													
														
															
																|  |  | // NOTE: Old drawing method, replaced by rendertarget |  |  |  | 
														
													
														
															
																|  |  | //DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); |  |  |  | 
														
													
														
															
																|  |  | //DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY); |  |  |  | 
														
													
														
															
																|  |  | //DrawRectangleLines(20, 20, 1240, 140, DARKGRAY); |  |  |  | 
														
													
														
															
																|  |  | //DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY); |  |  |  | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // Draw wave using render target |  |  |  | 
														
													
														
															
																|  |  | ClearBackground(BLANK); |  |  |  | 
														
													
														
															
																|  |  | BeginTextureMode(waveTarget); |  |  |  | 
														
													
														
															
																|  |  | DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); |  |  |  | 
														
													
														
															
																|  |  | EndTextureMode(); |  |  |  | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // TODO: Apply antialiasing shader |  |  |  | 
														
													
														
															
																|  |  | DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); |  |  |  | 
														
													
														
															
																|  |  | DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); |  |  |  | 
														
													
														
															
																|  |  |  |  |  | if (waveTarget.texture.id <= 0)     // Render target could not be loaded (OpenGL 1.1) | 
														
													
														
															
																|  |  |  |  |  | { | 
														
													
														
															
																|  |  |  |  |  | // Draw wave directly on screen | 
														
													
														
															
																|  |  |  |  |  | DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); | 
														
													
														
															
																|  |  |  |  |  | DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); | 
														
													
														
															
																|  |  |  |  |  | } | 
														
													
														
															
																|  |  |  |  |  | else | 
														
													
														
															
																|  |  |  |  |  | { | 
														
													
														
															
																|  |  |  |  |  | // Draw wave using render target | 
														
													
														
															
																|  |  |  |  |  | ClearBackground(BLANK); | 
														
													
														
															
																|  |  |  |  |  | BeginTextureMode(waveTarget); | 
														
													
														
															
																|  |  |  |  |  | DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); | 
														
													
														
															
																|  |  |  |  |  | EndTextureMode(); | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  |  |  |  | // TODO: Apply antialiasing shader | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  |  |  |  | DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); | 
														
													
														
															
																|  |  |  |  |  | DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); | 
														
													
														
															
																|  |  |  |  |  | } | 
														
													
														
															
																|  |  | } |  |  | } | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // Gameplay Screen Unload logic |  |  | // Gameplay Screen Unload logic | 
														
													
												
													
														
															
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