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Corrected some issues on OpenGL 1.1
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@@ -1394,39 +1394,43 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co
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// NOTE: origin is relative to destination rectangle size
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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// Check if texture is valid
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if (texture.id != 0)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlBegin(RL_QUADS);
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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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rlBegin(RL_QUADS);
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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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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(0.0f, destRec.height);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(0.0f, destRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(destRec.width, destRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(destRec.width, destRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(destRec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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// Top-left corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(destRec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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rlDisableTexture();
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}
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}
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//----------------------------------------------------------------------------------
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