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	Corrected game to run on OpenGL 1.1
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		| @@ -421,21 +421,25 @@ void DrawGameplayScreen(void) | ||||
|     DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE); | ||||
|      | ||||
|     // Draw wave | ||||
|     // NOTE: Old drawing method, replaced by rendertarget       | ||||
|     //DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); | ||||
|     //DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY); | ||||
|     //DrawRectangleLines(20, 20, 1240, 140, DARKGRAY); | ||||
|     //DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY); | ||||
|     if (waveTarget.texture.id <= 0)     // Render target could not be loaded (OpenGL 1.1) | ||||
|     { | ||||
|         // Draw wave directly on screen | ||||
|         DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); | ||||
|         DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         // Draw wave using render target | ||||
|         ClearBackground(BLANK); | ||||
|         BeginTextureMode(waveTarget); | ||||
|             DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); | ||||
|         EndTextureMode(); | ||||
|  | ||||
|     // Draw wave using render target | ||||
|     ClearBackground(BLANK); | ||||
|     BeginTextureMode(waveTarget); | ||||
|         DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); | ||||
|     EndTextureMode(); | ||||
|         // TODO: Apply antialiasing shader | ||||
|          | ||||
|     // TODO: Apply antialiasing shader | ||||
|     DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); | ||||
|     DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); | ||||
|         DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); | ||||
|         DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); | ||||
|     } | ||||
| } | ||||
|  | ||||
| // Gameplay Screen Unload logic | ||||
|   | ||||
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