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WARNING: REVERTED CHANGE THAT BROKE BATCHING!!! #4849
I'm sorry... I did not detect this change was breaking batching... :(
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@@ -1459,9 +1459,6 @@ 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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// Get current binded texture to preserve it between draw modes change (QUADS <--> TRIANGLES)
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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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@@ -1484,16 +1481,13 @@ 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 = currentTexture; // Preserve active texture
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
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}
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}
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}
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}
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// Finish vertex providing
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// Finish vertex providing
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void rlEnd(void)
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void rlEnd(void)
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{
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{
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// Reset texture to default
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rlSetTexture(RLGL.State.defaultTextureId);
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// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
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// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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