@ -1102,7 +1102,8 @@ void rlEnd(void)
/ / processed but are placed in a single point to not result in a fragment output . . .
/ / TODO : System could be improved ( a bit ) just storing every draw alignment value
/ / and adding it to vertexOffset on drawing . . . maybe in a future . . .
int vertexToAlign = draws [ drawsCounter - 1 ] . vertexCount % 4 ;
int vertexCount = draws [ drawsCounter - 1 ] . vertexCount ;
int vertexToAlign = ( vertexCount > = 4 ) ? vertexCount % 4 : ( 4 - vertexCount % 4 ) ;
for ( int i = 0 ; i < vertexToAlign ; i + + ) rlVertex3f ( - 1 , - 1 , - 1 ) ;
/ / Make sure vertexCount is the same for vertices , texcoords , colors and normals
@ -1145,7 +1146,7 @@ void rlEnd(void)
/ / Verify internal buffers limits
/ / NOTE : This check is combined with usage of rlCheckBufferLimit ( )
if ( ( vertexData [ currentBuffer ] . vCounter o">/ 4 ) > = ( MAX_BATCH_ELEMENTS - 4 ) )
if ( ( vertexData [ currentBuffer ] . vCounter ) > = ( MAX_BATCH_ELEMENTS* 4 - 4 ) )
{
/ / WARNING : If we are between rlPushMatrix ( ) and rlPopMatrix ( ) and we need to force a rlglDraw ( ) ,
/ / we need to call rlPopMatrix ( ) before to recover * currentMatrix ( modelview ) for the next forced draw call !
@ -1165,7 +1166,7 @@ void rlVertex3f(float x, float y, float z)
if ( useTransformMatrix ) vec = Vector3Transform ( vec , transformMatrix ) ;
/ / Verify that MAX_BATCH_ELEMENTS limit not reached
if ( vertexData [ currentBuffer ] . vCounter / 4 < MAX_BATCH_ELEMENTS )
if ( vertexData [ currentBuffer ] . vCounter < ( MAX_BATCH_ELEMENTS * 4 ) )
{
vertexData [ currentBuffer ] . vertices [ 3 * vertexData [ currentBuffer ] . vCounter ] = vec . x ;
vertexData [ currentBuffer ] . vertices [ 3 * vertexData [ currentBuffer ] . vCounter + 1 ] = vec . y ;
@ -1262,7 +1263,7 @@ void rlDisableTexture(void)
# else
/ / NOTE : If quads batch limit is reached ,
/ / we force a draw call and next batch starts
if ( vertexData [ currentBuffer ] . vCounter / 4 > = MAX_BATCH_ELEMENTS ) rlglDraw ( ) ;
if ( vertexData [ currentBuffer ] . vCounter > = ( MAX_BATCH_ELEMENTS * 4 ) ) rlglDraw ( ) ;
# endif
}
@ -1735,7 +1736,7 @@ bool rlCheckBufferLimit(int vCount)
{
bool overflow = false ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ( ( vertexData [ currentBuffer ] . vCounter + vCount ) / 4 > = MAX_BATCH_ELEMENTS ) overflow = true ;
if ( ( vertexData [ currentBuffer ] . vCounter + vCount ) > = ( MAX_BATCH_ELEMENTS * 4 ) ) overflow = true ;
# endif
return overflow ;
}
@ -3013,7 +3014,6 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
/ / Create projection ( transposed ) and different views for each face
Matrix fboProjection = MatrixPerspective ( 90.0 * DEG2RAD , 1.0 , 0.01 , 1000.0 ) ;
/ / MatrixTranspose ( & fboProjection ) ;
Matrix fboViews [ 6 ] = {
MatrixLookAt ( ( Vector3 ) { 0.0f , 0.0f , 0.0f } , ( Vector3 ) { 1.0f , 0.0f , 0.0f } , ( Vector3 ) { 0.0f , - 1.0f , 0.0f } ) ,
MatrixLookAt ( ( Vector3 ) { 0.0f , 0.0f , 0.0f } , ( Vector3 ) { - 1.0f , 0.0f , 0.0f } , ( Vector3 ) { 0.0f , - 1.0f , 0.0f } ) ,
@ -3086,7 +3086,6 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
/ / Create projection ( transposed ) and different views for each face
Matrix fboProjection = MatrixPerspective ( 90.0 * DEG2RAD , 1.0 , 0.01 , 1000.0 ) ;
/ / MatrixTranspose ( & fboProjection ) ;
Matrix fboViews [ 6 ] = {
MatrixLookAt ( ( Vector3 ) { 0.0f , 0.0f , 0.0f } , ( Vector3 ) { 1.0f , 0.0f , 0.0f } , ( Vector3 ) { 0.0f , - 1.0f , 0.0f } ) ,
MatrixLookAt ( ( Vector3 ) { 0.0f , 0.0f , 0.0f } , ( Vector3 ) { - 1.0f , 0.0f , 0.0f } , ( Vector3 ) { 0.0f , - 1.0f , 0.0f } ) ,
@ -3163,7 +3162,6 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
/ / Create projection ( transposed ) and different views for each face
Matrix fboProjection = MatrixPerspective ( 90.0 * DEG2RAD , 1.0 , 0.01 , 1000.0 ) ;
/ / MatrixTranspose ( & fboProjection ) ;
Matrix fboViews [ 6 ] = {
MatrixLookAt ( ( Vector3 ) { 0.0f , 0.0f , 0.0f } , ( Vector3 ) { 1.0f , 0.0f , 0.0f } , ( Vector3 ) { 0.0f , - 1.0f , 0.0f } ) ,
MatrixLookAt ( ( Vector3 ) { 0.0f , 0.0f , 0.0f } , ( Vector3 ) { - 1.0f , 0.0f , 0.0f } , ( Vector3 ) { 0.0f , - 1.0f , 0.0f } ) ,