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			@ -1150,7 +1150,7 @@ void rlBegin(int mode) | 
			
		
		
	
		
			
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			            else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; | 
			
		
		
	
		
			
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			            if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw(); | 
			
		
		
	
		
			
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			            if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			            else | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; | 
			
		
		
	
	
		
			
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			@ -1161,7 +1161,7 @@ void rlBegin(int mode) | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw(); | 
			
		
		
	
		
			
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			        if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode; | 
			
		
		
	
		
			
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			        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; | 
			
		
		
	
	
		
			
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			@ -1214,11 +1214,11 @@ void rlEnd(void) | 
			
		
		
	
		
			
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			    // NOTE: This check is combined with usage of rlCheckBufferLimit() | 
			
		
		
	
		
			
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			    if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4)) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(), | 
			
		
		
	
		
			
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			        // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(), | 
			
		
		
	
		
			
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			        // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! | 
			
		
		
	
		
			
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			        // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw | 
			
		
		
	
		
			
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			        for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix(); | 
			
		
		
	
		
			
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			        rlglDraw(); | 
			
		
		
	
		
			
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			        DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -1323,7 +1323,7 @@ void rlEnableTexture(unsigned int id) | 
			
		
		
	
		
			
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			            else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; | 
			
		
		
	
		
			
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			            if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) rlglDraw(); | 
			
		
		
	
		
			
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			            if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			            else | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; | 
			
		
		
	
	
		
			
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			@ -1334,7 +1334,7 @@ void rlEnableTexture(unsigned int id) | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlglDraw(); | 
			
		
		
	
		
			
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			        if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; | 
			
		
		
	
		
			
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			        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; | 
			
		
		
	
	
		
			
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			@ -1351,7 +1351,7 @@ void rlDisableTexture(void) | 
			
		
		
	
		
			
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			#else | 
			
		
		
	
		
			
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			    // NOTE: If quads batch limit is reached, | 
			
		
		
	
		
			
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			    // we force a draw call and next batch starts | 
			
		
		
	
		
			
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			    if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) rlglDraw(); | 
			
		
		
	
		
			
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			    if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -3156,7 +3156,7 @@ void BeginShaderMode(Shader shader) | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			    if (RLGL.State.currentShader.id != shader.id) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        rlglDraw(); | 
			
		
		
	
		
			
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			        DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			        RLGL.State.currentShader = shader; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
	
		
			
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			@ -3595,7 +3595,7 @@ void BeginBlendMode(int mode) | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			    if (RLGL.State.currentBlendMode != mode) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        rlglDraw(); | 
			
		
		
	
		
			
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			        DrawRenderBatch(RLGL.currentBatch); | 
			
		
		
	
		
			
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			        switch (mode) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
	
		
			
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