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WARNING: BREAKING: Removed rlCheckRenderBatchLimit()
requirement
Updated version to `rlgl 4.2`
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@@ -3362,8 +3362,6 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
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}
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rlCheckRenderBatchLimit(4); // Make sure there is enough free space on the batch buffer
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rlSetTexture(texture.id);
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rlBegin(RL_QUADS);
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@@ -3494,8 +3492,6 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
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coordD.x = (nPatchInfo.source.x + nPatchInfo.source.width)/width;
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coordD.y = (nPatchInfo.source.y + nPatchInfo.source.height)/height;
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rlCheckRenderBatchLimit(9 * 3 * 2); // Maxium number of verts that could happen
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rlSetTexture(texture.id);
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rlPushMatrix();
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@@ -3639,8 +3635,6 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
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// without crossing perimeter, points must be in anticlockwise order
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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{
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rlCheckRenderBatchLimit((pointCount - 1)*4);
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rlSetTexture(texture.id);
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// Texturing is only supported on RL_QUADS
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