fix rlSetTexture not overriding default mode (#5200)

This commit is contained in:
Maicon Santana
2025-09-24 09:22:03 +01:00
committed by GitHub
parent 4f9b933b34
commit 2554dcba9b

View File

@@ -1067,6 +1067,7 @@ typedef struct rlglData {
Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
int stackCounter; // Matrix stack counter
unsigned int currentTextureId; // Current texture id to be used on glBegin
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
@@ -1485,8 +1486,8 @@ void rlBegin(int mode)
if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.currentTextureId;
RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
}
}
@@ -1651,6 +1652,7 @@ void rlSetTexture(unsigned int id)
{
rlDrawRenderBatch(RLGL.currentBatch);
}
RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
#endif
}
else
@@ -1658,6 +1660,7 @@ void rlSetTexture(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_11)
rlEnableTexture(id);
#else
RLGL.State.currentTextureId = id;
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
@@ -1676,6 +1679,9 @@ void rlSetTexture(unsigned int id)
RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
RLGL.currentBatch->drawCounter++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 2].mode;
}
}
@@ -2257,6 +2263,7 @@ void rlglInit(int width, int height)
// Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");