fix
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732c1fcb26
commit
617e0e51df
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@ -1424,6 +1424,7 @@ void rlBegin(int mode)
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// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
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// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
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{
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{
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int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
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{
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{
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// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
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// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
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@ -1446,7 +1447,7 @@ void rlBegin(int mode)
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
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}
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}
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}
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}
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@ -719,10 +719,10 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation;
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bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation;
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}
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}
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlSetTexture(GetShapesTexture().id);
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rlSetTexture(GetShapesTexture().id);
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Rectangle shapeRect = GetShapesTextureRectangle();
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Rectangle shapeRect = GetShapesTextureRectangle();
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlBegin(RL_QUADS);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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@ -741,23 +741,34 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlVertex2f(topRight.x, topRight.y);
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rlVertex2f(topRight.x, topRight.y);
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rlEnd();
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rlEnd();
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rlSetTexture(0);
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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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rlNormal3f(0.0f, 0.0f, 1.0f);
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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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rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
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rlVertex2f(topLeft.x, topLeft.y);
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rlVertex2f(topLeft.x, topLeft.y);
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rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
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rlVertex2f(topRight.x, topRight.y);
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rlVertex2f(topRight.x, topRight.y);
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rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
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rlVertex2f(topRight.x, topRight.y);
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rlVertex2f(topRight.x, topRight.y);
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rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
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rlVertex2f(bottomRight.x, bottomRight.y);
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rlVertex2f(bottomRight.x, bottomRight.y);
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rlEnd();
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rlEnd();
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#endif
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#endif
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rlSetTexture(0);
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}
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}
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// Draw a vertical-gradient-filled rectangle
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// Draw a vertical-gradient-filled rectangle
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@ -4598,9 +4598,9 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
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bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
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}
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}
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rlSetTexture(texture.id);
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlBegin(RL_QUADS);
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rlBegin(RL_QUADS);
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rlSetTexture(texture.id);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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@ -4667,7 +4667,6 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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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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rlSetTexture(texture.id);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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