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WARNING: REVERTED CHANGE THAT BROKE BATCHING!!! #4849

I'm sorry... I did not detect this change was breaking batching... :(
Ray 5 months ago
parent
commit
46cd07d2c7
1 changed files with 1 additions and 7 deletions
  1. 1 7
      src/rlgl.h

+ 1 - 7
src/rlgl.h

@@ -1459,9 +1459,6 @@ void rlBegin(int mode)
     // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
     // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
     if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
     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)
         if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
         {
         {
             // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
             // 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].mode = mode;
         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
         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
 // Finish vertex providing
 void rlEnd(void)
 void rlEnd(void)
 {
 {
-    // Reset texture to default
-    rlSetTexture(RLGL.State.defaultTextureId);
-
     // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
     // 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)
     // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
     // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
     // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)