Просмотр исходного кода

REVIEW: GenTextureCubemap(), avoid using models.c functions

- DrawCube() belongs to models.c -> rl*() alternative should be used
pull/1394/head
raysan5 4 лет назад
Родитель
Сommit
c2e56f2604
1 измененных файлов: 10 добавлений и 4 удалений
  1. +10
    -4
      src/rlgl.h

+ 10
- 4
src/rlgl.h Просмотреть файл

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

Загрузка…
Отмена
Сохранить