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@ -3327,8 +3327,10 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in |
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}; |
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rlEnableShader(shader.id); |
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//glActiveTexture(GL_TEXTURE0); |
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//glBindTexture(GL_TEXTURE_2D, panorama.id); |
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#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, panorama.id); |
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#endif |
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions |
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@ -3338,14 +3340,18 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in |
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); |
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rlEnableFramebuffer(fbo); |
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#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) |
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rlEnableTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system! |
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#endif |
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rlClearScreenBuffers(); |
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o">//GenDrawCube(); |
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GenDrawCube(); |
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#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) |
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// Using internal batch system instead of raw OpenGL cube creating+drawing |
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// NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code! |
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DrawCubeV(Vector3Zero(), Vector3One(), WHITE); |
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DrawRenderBatch(RLGL.currentBatch); |
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#endif |
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} |
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//------------------------------------------------------------------------------------------ |
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