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	Use QUADS for DrawPolyEx()
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										14
									
								
								src/shapes.c
									
									
									
									
									
								
							
							
						
						
									
										14
									
								
								src/shapes.c
									
									
									
									
									
								
							@@ -503,18 +503,28 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
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{
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    if (pointsCount >= 3)
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    {
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        if (rlCheckBufferLimit(pointsCount)) rlglDraw();
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        if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw();
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        rlBegin(RL_TRIANGLES);
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        rlEnableTexture(GetShapesTexture().id);
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        rlBegin(RL_QUADS);
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            rlColor4ub(color.r, color.g, color.b, color.a);
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            for (int i = 1; i < pointsCount - 1; i++)
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            {
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                rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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                rlVertex2f(points[0].x, points[0].y);
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                rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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                rlVertex2f(points[i].x, points[i].y);
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                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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                rlVertex2f(points[i + 1].x, points[i + 1].y);
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                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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                rlVertex2f(points[i + 1].x, points[i + 1].y);
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            }
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        rlEnd();
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        rlDisableTexture();
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    }
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}
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