Update raylib/raygui to latest master (#231)

This commit is contained in:
Nikolas 2025-03-23 20:01:13 +01:00
parent dfe22275cf
commit e072ff119b
Failed to generate hash of commit
5 changed files with 45 additions and 41 deletions

20
lib/rlgl.h vendored
View file

@ -56,8 +56,8 @@
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
* #define RL_CULL_DISTANCE_NEAR 0.001 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 10000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
@ -234,10 +234,10 @@
// Projection matrix culling
#ifndef RL_CULL_DISTANCE_NEAR
#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
#define RL_CULL_DISTANCE_NEAR 0.001 // Default near cull distance
#endif
#ifndef RL_CULL_DISTANCE_FAR
#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
#define RL_CULL_DISTANCE_FAR 10000.0 // Default far cull distance
#endif
// Texture parameters (equivalent to OpenGL defines)
@ -1459,9 +1459,6 @@ void rlBegin(int mode)
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
{
// Get current binded texture to preserve it between draw modes change (QUADS <--> TRIANGLES)
int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
@ -1484,16 +1481,13 @@ void rlBegin(int mode)
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; // Preserve active texture
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
}
}
// Finish vertex providing
void rlEnd(void)
{
// Reset texture to default
rlSetTexture(RLGL.State.defaultTextureId);
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
@ -3694,8 +3688,8 @@ unsigned char *rlReadScreenPixels(int width, int height)
{
for (int x = 0; x < (width*4); x += 4)
{
size_t s = ((height - 1) - y)*width*4 + x;
size_t e = y*width*4 + x;
unsigned int s = ((height - 1) - y)*width*4 + x;
unsigned int e = y*width*4 + x;
unsigned char r = imgData[s];
unsigned char g = imgData[s+1];