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Fix activeTextureId to have MAX_BATCH_ACTIVE_TEXTURES elements instead of the hardcoded 4 (#1674)

pull/1675/head
Victor 3 years ago
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      src/rlgl.h

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@ -825,7 +825,7 @@ typedef struct rlglData {
Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
unsigned int activeTextureId[mi">4]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int activeTextureId[n">MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
Shader defaultShader; // Basic shader, support vertex color and diffuse texture

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