fix for deferred rendering example.
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@ -254,8 +254,8 @@ int main(void)
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EndMode3D();
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EndMode3D();
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// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
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// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
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rlEnableFramebuffer(gBuffer.framebuffer); //glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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rlBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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rlEnableFramebuffer(0); //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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rlBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
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rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
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rlDisableFramebuffer();
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rlDisableFramebuffer();
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12
src/rlgl.h
12
src/rlgl.h
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@ -621,6 +621,7 @@ RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture
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RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
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RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
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RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
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RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
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RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
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RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
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RLAPI void rlBindFramebuffer(unsigned int id,unsigned int val); // bind (FBO)
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// General render state
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// General render state
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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@ -631,6 +632,7 @@ RLAPI void rlEnableDepthMask(void); // Enable depth write
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RLAPI void rlDisableDepthMask(void); // Disable depth write
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RLAPI void rlDisableDepthMask(void); // Disable depth write
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RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
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RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
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RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
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RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
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RLAPI void rlColorMask(bool,bool,bool,bool); // color mask control
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RLAPI void rlSetCullFace(int mode); // Set face culling mode
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RLAPI void rlSetCullFace(int mode); // Set face culling mode
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RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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@ -1737,6 +1739,14 @@ void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX
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#endif
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#endif
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}
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}
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// bind framebuffer object
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void rlBindFramebuffer(unsigned int id,unsigned int val)
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{
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#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
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glBindFramebuffer(id, val);
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#endif
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}
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// Activate multiple draw color buffers
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// Activate multiple draw color buffers
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// NOTE: One color buffer is always active by default
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// NOTE: One color buffer is always active by default
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void rlActiveDrawBuffers(int count)
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void rlActiveDrawBuffers(int count)
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@ -1813,6 +1823,8 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
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// Disable backface culling
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// Disable backface culling
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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void rlColorMask(bool r,bool g,bool b,bool a) { glColorMask(r,g,b,a); }
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// Set face culling mode
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// Set face culling mode
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void rlSetCullFace(int mode)
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void rlSetCullFace(int mode)
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{
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{
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