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@@ -319,7 +319,7 @@ typedef struct rlDrawCall {
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// rlRenderBatch type
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typedef struct rlRenderBatch {
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- int bufferCount; // Number of vertex buffers (multi-buffering support)
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+ int bufferCount; // Number of vertex buffers (multi-buffering support)
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int currentBuffer; // Current buffer tracking in case of multi-buffering
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rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
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@@ -847,10 +847,10 @@ typedef struct rlglData {
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rlRenderBatch defaultBatch; // Default internal render batch
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struct {
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- int vertexCounter; // Vertex counter to process (and draw) from full buffer
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- float texcoordx, texcoordy; // Current active texture coordinate
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- float normalx, normaly, normalz; // Current active normal
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- unsigned char colorr, colorg, colorb, colora; // Current active color
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+ int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
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+ float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
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+ float normalx, normaly, normalz; // Current active normal (added on glVertex*())
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+ unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
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int currentMatrixMode; // Current matrix mode
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Matrix *currentMatrix; // Current matrix pointer
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@@ -2468,7 +2468,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// Reset batch buffers
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//------------------------------------------------------------------------------------------------------------
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- // Reset vertex counters for next frame
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+ // Reset vertex counter for next frame
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RLGL.State.vertexCounter = 0;
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// Reset depth for next draw
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@@ -2534,7 +2534,7 @@ bool rlCheckRenderBatchLimit(int vCount)
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overflow = true;
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rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
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- // restore state of last batch so we can continue adding vertices
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+ // Restore state of last batch so we can continue adding vertices
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
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RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
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}
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