From 651fdbb146c5d781a8d8bed398bcaa524214857a Mon Sep 17 00:00:00 2001 From: Michael Campagnaro Date: Fri, 22 Sep 2017 14:53:03 -0400 Subject: [PATCH] Updated 2D vs 3D development with raylib (markdown) --- 2D-vs-3D-development-with-raylib.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2D-vs-3D-development-with-raylib.md b/2D-vs-3D-development-with-raylib.md index b415dc7..be5cbf4 100644 --- a/2D-vs-3D-development-with-raylib.md +++ b/2D-vs-3D-development-with-raylib.md @@ -10,7 +10,7 @@ raylib creates a bunch of vertex buffers (VBO) at initialization. Those buffers Buffers are created at `InitWindow()`, vertex data is stored into buffers with every `Draw*()` function and buffers are processed for drawing on `EndDrawing()`. Internally, they are processed by function [`rlglDraw()`](https://github.com/raysan5/raylib/blob/master/src/rlgl.c#L1242). -Depending on the element drawn, vertex are stored in LINES, TRIANGLES or QUADS buffers. That could suppose a problem because, despite including z-depth information, buffers are processed in an specific order: +Depending on the element being drawn, vertices are stored in either LINES, TRIANGLES or QUADS buffers. That could suppose a problem because despite including z-depth information, buffers are processed in an specific order: `(1) LINES -> (2) TRIANGLES -> (3) QUADS` If no `DEPTH_TEST` is enabled, QUADS-based shapes will be always drawn in front of TRIANGLES and LINES; if `DEPTH_TEST` is enabled, drawing is resolved as expected thanks to the depth-buffer... until we use semi-transparent shapes.