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@@ -321,7 +321,7 @@ typedef struct rlRenderBatch {
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rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
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rlDrawCall *draws; // Draw calls array, depends on textureId
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- int drawCounterer; // Draw calls counter
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+ int drawCounter; // Draw calls counter
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float currentDepth; // Current depth value for next draw
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} rlRenderBatch;
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@@ -1210,34 +1210,34 @@ void rlBegin(int mode)
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{
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// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
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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->drawCounterer - 1].mode != mode)
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+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
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{
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- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
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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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// that way, following QUADS drawing will keep aligned with index processing
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// It implies adding some extra alignment vertex at the end of the draw,
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// those vertex are not processed but they are considered as an additional offset
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// for the next set of vertex to be drawn
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- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
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- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
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- else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
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+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
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+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
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+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
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- if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
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+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
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{
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- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
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- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
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- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
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+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
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+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
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+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
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- RLGL.currentBatch->drawCounterer++;
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+ RLGL.currentBatch->drawCounter++;
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}
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}
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- if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
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+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
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- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode = mode;
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- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
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- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = RLGL.State.defaultTextureId;
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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 = RLGL.State.defaultTextureId;
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}
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}
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@@ -1319,7 +1319,7 @@ void rlVertex3f(float x, float y, float z)
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = tz;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
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- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++;
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+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
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}
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else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow");
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}
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@@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id)
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#if defined(GRAPHICS_API_OPENGL_11)
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rlEnableTexture(id);
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#else
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- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id)
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+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
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{
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- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
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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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// that way, following QUADS drawing will keep aligned with index processing
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// It implies adding some extra alignment vertex at the end of the draw,
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// those vertex are not processed but they are considered as an additional offset
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// for the next set of vertex to be drawn
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- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
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- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
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- else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
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+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
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+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
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+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
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- if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
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+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
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{
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- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
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- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
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- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
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+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
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+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
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+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
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- RLGL.currentBatch->drawCounterer++;
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+ RLGL.currentBatch->drawCounter++;
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}
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}
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- if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
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+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
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- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id;
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- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
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+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
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+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
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}
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#endif
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}
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@@ -1910,12 +1910,12 @@ void rlLoadExtensions(void *loader)
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const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
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// NOTE: We have to duplicate string because glGetString() returns a const string
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- int len = strlen(extensions) + 1;
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- char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char));
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+ int size = strlen(extensions) + 1; // Get extensions string size in bytes
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+ char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
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strcpy(extensionsDup, extensions);
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extList[numExt] = extensionsDup;
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- for (int i = 0; i < len; i++)
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+ for (int i = 0; i < size; i++)
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{
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if (extensionsDup[i] == ' ')
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{
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@@ -2275,7 +2275,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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}
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batch.bufferCount = numBuffers; // Record buffer count
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- batch.drawCounterer = 1; // Reset draws counter
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+ batch.drawCounter = 1; // Reset draws counter
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batch.currentDepth = -1.0f; // Reset depth value
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//--------------------------------------------------------------------------------------------
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#endif
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@@ -2447,7 +2447,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
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glActiveTexture(GL_TEXTURE0);
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- for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; i++)
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+ for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
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{
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// Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
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@@ -2510,7 +2510,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
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// Reset draws counter to one draw for the batch
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- batch->drawCounterer = 1;
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+ batch->drawCounter = 1;
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//------------------------------------------------------------------------------------------------------------
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// Change to next buffer in the list (in case of multi-buffering)
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