Update raylib/raygui to latest master (#231)
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5 changed files with 45 additions and 41 deletions
20
lib/rlgl.h
vendored
20
lib/rlgl.h
vendored
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@ -56,8 +56,8 @@
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*
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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* #define RL_CULL_DISTANCE_NEAR 0.001 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 10000.0 // Default projection matrix far cull distance
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*
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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@ -234,10 +234,10 @@
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// Projection matrix culling
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#ifndef RL_CULL_DISTANCE_NEAR
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#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
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#define RL_CULL_DISTANCE_NEAR 0.001 // Default near cull distance
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#endif
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#ifndef RL_CULL_DISTANCE_FAR
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#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
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#define RL_CULL_DISTANCE_FAR 10000.0 // Default far cull distance
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#endif
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// Texture parameters (equivalent to OpenGL defines)
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@ -1459,9 +1459,6 @@ void rlBegin(int mode)
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// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
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{
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// Get current binded texture to preserve it between draw modes change (QUADS <--> TRIANGLES)
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int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
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if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
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{
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// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
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@ -1484,16 +1481,13 @@ void rlBegin(int mode)
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; // Preserve active texture
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
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}
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}
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// Finish vertex providing
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void rlEnd(void)
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{
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// Reset texture to default
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rlSetTexture(RLGL.State.defaultTextureId);
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// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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@ -3694,8 +3688,8 @@ unsigned char *rlReadScreenPixels(int width, int height)
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{
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for (int x = 0; x < (width*4); x += 4)
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{
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size_t s = ((height - 1) - y)*width*4 + x;
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size_t e = y*width*4 + x;
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unsigned int s = ((height - 1) - y)*width*4 + x;
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unsigned int e = y*width*4 + x;
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unsigned char r = imgData[s];
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unsigned char g = imgData[s+1];
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