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@ -442,7 +442,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col |
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rlTranslatef(center.x, center.y, 0.0); |
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rlTranslatef(center.x, center.y, 0.0); |
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rlRotatef(rotation, 0, 0, 1); |
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rlRotatef(rotation, 0, 0, 1); |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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rlEnableTexture(GetShapesTexture().id); |
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rlEnableTexture(GetShapesTexture().id); |
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rlBegin(RL_QUADS); |
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rlBegin(RL_QUADS); |
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@ -464,7 +464,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col |
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} |
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} |
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rlEnd(); |
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rlEnd(); |
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rlDisableTexture(); |
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rlDisableTexture(); |
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#else |
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#else |
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rlBegin(RL_TRIANGLES); |
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rlBegin(RL_TRIANGLES); |
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for (int i = 0; i < 360; i += 360/sides) |
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for (int i = 0; i < 360; i += 360/sides) |
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{ |
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{ |
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@ -475,7 +475,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col |
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); |
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); |
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} |
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} |
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rlEnd(); |
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rlEnd(); |
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#endif |
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#endif |
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rlPopMatrix(); |
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rlPopMatrix(); |
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} |
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} |
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@ -486,7 +486,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color) |
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{ |
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{ |
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if (rlCheckBufferLimit(RL_QUADS, pointsCount)) rlglDraw(); |
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if (rlCheckBufferLimit(RL_QUADS, pointsCount)) rlglDraw(); |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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rlEnableTexture(GetShapesTexture().id); |
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rlEnableTexture(GetShapesTexture().id); |
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rlBegin(RL_QUADS); |
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rlBegin(RL_QUADS); |
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@ -501,7 +501,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color) |
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} |
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} |
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rlEnd(); |
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rlEnd(); |
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rlDisableTexture(); |
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rlDisableTexture(); |
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#else |
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#else |
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rlBegin(RL_TRIANGLES); |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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@ -512,7 +512,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color) |
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rlVertex2f(points[i + 1].x, points[i + 1].y); |
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rlVertex2f(points[i + 1].x, points[i + 1].y); |
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} |
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} |
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rlEnd(); |
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rlEnd(); |
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#endif |
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#endif |
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} |
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} |
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} |
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} |
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@ -716,7 +716,9 @@ static Texture2D GetShapesTexture(void) |
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{ |
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{ |
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#if defined(SUPPORT_FONT_TEXTURE) |
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#if defined(SUPPORT_FONT_TEXTURE) |
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texShapes = GetFontDefault().texture; // Use font texture white character |
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texShapes = GetFontDefault().texture; // Use font texture white character |
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recTexShapes = GetFontDefault().chars[95].rec; |
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Rectangle rec = GetFontDefault().chars[95].rec; |
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// NOTE: We setup a 1px padding on char rectangle to avoid texture bleeding on MSAA filtering |
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recTexShapes = (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }; |
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#else |
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#else |
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texShapes = GetTextureDefault(); // Use default white texture |
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texShapes = GetTextureDefault(); // Use default white texture |
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recTexShapes = { 0.0f, 0.0f, 1.0f, 1.0f }; |
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recTexShapes = { 0.0f, 0.0f, 1.0f, 1.0f }; |
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