mirror of
https://github.com/raysan5/raylib.git
synced 2026-06-05 03:14:12 +00:00
RENAMED: Some Rectangle parameters with more descriptive names
This commit is contained in:
12
src/raylib.h
12
src/raylib.h
@@ -1267,7 +1267,7 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
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// Set texture and rectangle to be used on shapes drawing
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// NOTE: It can be useful when using basic shapes and one single font,
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// defining a font char white rectangle would allow drawing everything in a single draw call
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RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
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RLAPI void SetShapesTexture(Texture2D texture, Rectangle rec); // Set texture and rectangle to be used on shapes drawing
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RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
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RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
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@@ -1462,9 +1462,9 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a texture (or part of it) that stretches or shrinks nicely
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle rec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle srcrec, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a texture (or part of it) that stretches or shrinks nicely
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// Color/pixel related functions
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RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
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@@ -1605,8 +1605,8 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by rectangle
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source rectangle with scaling and rotation
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// Mesh management functions
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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@@ -3983,22 +3983,22 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
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// Draw a billboard
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
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{
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Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
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Rectangle rec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
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DrawBillboardRec(camera, texture, source, position, (Vector2){ scale*fabsf((float)source.width/source.height), scale }, tint);
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DrawBillboardRec(camera, texture, rec, position, (Vector2){ scale*fabsf((float)rec.width/rec.height), scale }, tint);
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}
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// Draw a billboard (part of a texture defined by a rectangle)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector2 size, Color tint)
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{
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// NOTE: Billboard locked on axis-Y
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Vector3 up = { 0.0f, 1.0f, 0.0f };
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DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
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DrawBillboardPro(camera, texture, rec, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
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}
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// Draw a billboard with additional parameters
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void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
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// Draw a billboard texture defined by source rectangle with scaling and rotation
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void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
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{
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// Compute the up vector and the right vector
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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@@ -4009,20 +4009,20 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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// Flip the content of the billboard while maintaining the counterclockwise edge rendering order
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if (size.x < 0.0f)
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{
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source.x -= size.x;
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source.width *= -1.0;
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rec.x -= size.x;
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rec.width *= -1.0;
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right = Vector3Negate(right);
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origin.x *= -1.0f;
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}
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if (size.y < 0.0f)
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{
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source.y -= size.y;
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source.height *= -1.0;
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rec.y -= size.y;
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rec.height *= -1.0;
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up = Vector3Negate(up);
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origin.y *= -1.0f;
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}
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// Draw the texture region described by source on the following rectangle in 3D space:
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// Draw the texture region described by rec on the following rectangle in 3D space:
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//
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// size.x <--.
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// 3 ^---------------------------+ 2 \ rotation
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@@ -4054,10 +4054,10 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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}
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Vector2 texcoords[4];
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texcoords[0] = (Vector2){ (float)source.x/texture.width, (float)(source.y + source.height)/texture.height };
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texcoords[1] = (Vector2){ (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height };
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texcoords[2] = (Vector2){ (float)(source.x + source.width)/texture.width, (float)source.y/texture.height };
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texcoords[3] = (Vector2){ (float)source.x/texture.width, (float)source.y/texture.height };
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texcoords[0] = (Vector2){ (float)rec.x/texture.width, (float)(rec.y + rec.height)/texture.height };
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texcoords[1] = (Vector2){ (float)(rec.x + rec.width)/texture.width, (float)(rec.y + rec.height)/texture.height };
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texcoords[2] = (Vector2){ (float)(rec.x + rec.width)/texture.width, (float)rec.y/texture.height };
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texcoords[3] = (Vector2){ (float)rec.x/texture.width, (float)rec.y/texture.height };
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rlSetTexture(texture.id);
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rlBegin(RL_QUADS);
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@@ -90,12 +90,12 @@ static float EaseCubicInOut(float t, float b, float c, float d); // Cubic eas
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// Set texture and rectangle to be used on shapes drawing
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// NOTE: It can be useful when using basic shapes and one single font,
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// defining a font char white rectangle would allow drawing everything in a single draw call
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void SetShapesTexture(Texture2D texture, Rectangle source)
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void SetShapesTexture(Texture2D texture, Rectangle rec)
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{
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// Reset texture to default pixel if required
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// WARNING: Shapes texture should be probably better validated,
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// it can break the rendering of all shapes if misused
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if ((texture.id == 0) || (source.width == 0) || (source.height == 0))
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if ((texture.id == 0) || (rec.width == 0) || (rec.height == 0))
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{
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texShapes = (Texture2D){ 1, 1, 1, 1, 7 };
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texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
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@@ -103,7 +103,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
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else
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{
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texShapes = texture;
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texShapesRec = source;
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texShapesRec = rec;
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}
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}
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@@ -2672,8 +2672,8 @@ static Font LoadBMFont(const char *fileName)
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for (int i = 1; i < pageCount; i++)
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{
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Rectangle srcRec = { 0.0f, 0.0f, (float)imWidth, (float)imHeight };
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Rectangle destRec = { 0.0f, (float)imHeight*(float)i, (float)imWidth, (float)imHeight };
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ImageDraw(&fullFont, imFonts[i], srcRec, destRec, WHITE);
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Rectangle dstRec = { 0.0f, (float)imHeight*(float)i, (float)imWidth, (float)imHeight };
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ImageDraw(&fullFont, imFonts[i], srcRec, dstRec, WHITE);
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}
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}
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@@ -4491,25 +4491,25 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
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// Draw a texture with extended parameters
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
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{
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Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
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Rectangle dest = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
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Rectangle srcrec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
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Rectangle dstrec = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
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Vector2 origin = { 0.0f, 0.0f };
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DrawTexturePro(texture, source, dest, origin, rotation, tint);
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DrawTexturePro(texture, srcrec, dstrec, origin, rotation, tint);
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}
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// Draw a part of a texture (defined by a rectangle)
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void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint)
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void DrawTextureRec(Texture2D texture, Rectangle rec, Vector2 position, Color tint)
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{
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Rectangle dest = { position.x, position.y, fabsf(source.width), fabsf(source.height) };
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Rectangle dstrec = { position.x, position.y, fabsf(rec.width), fabsf(rec.height) };
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Vector2 origin = { 0.0f, 0.0f };
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DrawTexturePro(texture, source, dest, origin, 0.0f, tint);
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DrawTexturePro(texture, rec, dstrec, origin, 0.0f, tint);
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}
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// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
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// NOTE: origin is relative to destination rectangle size
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void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint)
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void DrawTexturePro(Texture2D texture, Rectangle srcrec, Rectangle dstrec, Vector2 origin, float rotation, Color tint)
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{
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// Check if texture is valid
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if (texture.id > 0)
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@@ -4519,11 +4519,11 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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bool flipX = false;
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if (source.width < 0) { flipX = true; source.width *= -1; }
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if (source.height < 0) source.y -= source.height;
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if (srcrec.width < 0) { flipX = true; srcrec.width *= -1; }
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if (srcrec.height < 0) srcrec.y -= srcrec.height;
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if (dest.width < 0) dest.width *= -1;
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if (dest.height < 0) dest.height *= -1;
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if (dstrec.width < 0) dstrec.width *= -1;
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if (dstrec.height < 0) dstrec.height *= -1;
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Vector2 topLeft = { 0 };
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Vector2 topRight = { 0 };
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@@ -4533,33 +4533,33 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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// Only calculate rotation if needed
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if (rotation == 0.0f)
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{
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float x = dest.x - origin.x;
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float y = dest.y - origin.y;
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float x = dstrec.x - origin.x;
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float y = dstrec.y - origin.y;
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topLeft = (Vector2){ x, y };
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topRight = (Vector2){ x + dest.width, y };
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bottomLeft = (Vector2){ x, y + dest.height };
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bottomRight = (Vector2){ x + dest.width, y + dest.height };
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topRight = (Vector2){ x + dstrec.width, y };
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bottomLeft = (Vector2){ x, y + dstrec.height };
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bottomRight = (Vector2){ x + dstrec.width, y + dstrec.height };
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}
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else
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{
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float sinRotation = sinf(rotation*DEG2RAD);
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float cosRotation = cosf(rotation*DEG2RAD);
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float x = dest.x;
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float y = dest.y;
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float x = dstrec.x;
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float y = dstrec.y;
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float dx = -origin.x;
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float dy = -origin.y;
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topLeft.x = x + dx*cosRotation - dy*sinRotation;
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topLeft.y = y + dx*sinRotation + dy*cosRotation;
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topRight.x = x + (dx + dest.width)*cosRotation - dy*sinRotation;
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topRight.y = y + (dx + dest.width)*sinRotation + dy*cosRotation;
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topRight.x = x + (dx + dstrec.width)*cosRotation - dy*sinRotation;
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topRight.y = y + (dx + dstrec.width)*sinRotation + dy*cosRotation;
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bottomLeft.x = x + dx*cosRotation - (dy + dest.height)*sinRotation;
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bottomLeft.y = y + dx*sinRotation + (dy + dest.height)*cosRotation;
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bottomLeft.x = x + dx*cosRotation - (dy + dstrec.height)*sinRotation;
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bottomLeft.y = y + dx*sinRotation + (dy + dstrec.height)*cosRotation;
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bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height)*sinRotation;
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bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
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bottomRight.x = x + (dx + dstrec.width)*cosRotation - (dy + dstrec.height)*sinRotation;
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bottomRight.y = y + (dx + dstrec.width)*sinRotation + (dy + dstrec.height)*cosRotation;
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}
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rlSetTexture(texture.id);
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@@ -4569,23 +4569,23 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Top-left corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
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else rlTexCoord2f(source.x/width, source.y/height);
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if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
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else rlTexCoord2f(srcrec.x/width, srcrec.y/height);
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rlVertex2f(topLeft.x, topLeft.y);
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// Bottom-left corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
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else rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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// Bottom-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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if (flipX) rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
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else rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
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rlVertex2f(bottomRight.x, bottomRight.y);
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// Top-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, source.y/height);
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else rlTexCoord2f((source.x + source.width)/width, source.y/height);
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if (flipX) rlTexCoord2f(srcrec.x/width, srcrec.y/height);
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else rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
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rlVertex2f(topRight.x, topRight.y);
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rlEnd();
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@@ -4599,7 +4599,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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/*
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rlSetTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(dest.x, dest.y, 0.0f);
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rlTranslatef(dstrec.x, dstrec.y, 0.0f);
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if (rotation != 0.0f) rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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rlTranslatef(-origin.x, -origin.y, 0.0f);
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@@ -4608,24 +4608,24 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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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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if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
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else rlTexCoord2f(source.x/width, source.y/height);
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if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
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else rlTexCoord2f(srcrec.x/width, srcrec.y/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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if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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rlVertex2f(0.0f, dest.height);
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if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
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else rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
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rlVertex2f(0.0f, dstrec.height);
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// Top-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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rlVertex2f(dest.width, dest.height);
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if (flipX) rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
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else rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
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rlVertex2f(dstrec.width, dstrec.height);
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// Top-left corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, source.y/height);
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else rlTexCoord2f((source.x + source.width)/width, source.y/height);
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rlVertex2f(dest.width, 0.0f);
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if (flipX) rlTexCoord2f(srcrec.x/width, srcrec.y/height);
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else rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
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rlVertex2f(dstrec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlSetTexture(0);
|
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@@ -4634,15 +4634,15 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
|
||||
}
|
||||
|
||||
// Draw a texture (or part of it) that stretches or shrinks nicely using n-patch info
|
||||
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint)
|
||||
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dstrec, Vector2 origin, float rotation, Color tint)
|
||||
{
|
||||
if (texture.id > 0)
|
||||
{
|
||||
float width = (float)texture.width;
|
||||
float height = (float)texture.height;
|
||||
|
||||
float patchWidth = ((int)dest.width <= 0)? 0.0f : dest.width;
|
||||
float patchHeight = ((int)dest.height <= 0)? 0.0f : dest.height;
|
||||
float patchWidth = ((int)dstrec.width <= 0)? 0.0f : dstrec.width;
|
||||
float patchHeight = ((int)dstrec.height <= 0)? 0.0f : dstrec.height;
|
||||
|
||||
if (nPatchInfo.source.width < 0) nPatchInfo.source.x -= nPatchInfo.source.width;
|
||||
if (nPatchInfo.source.height < 0) nPatchInfo.source.y -= nPatchInfo.source.height;
|
||||
@@ -4701,7 +4701,7 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
|
||||
rlSetTexture(texture.id);
|
||||
|
||||
rlPushMatrix();
|
||||
rlTranslatef(dest.x, dest.y, 0.0f);
|
||||
rlTranslatef(dstrec.x, dstrec.y, 0.0f);
|
||||
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
|
||||
rlTranslatef(-origin.x, -origin.y, 0.0f);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user