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Added some comments on latest change

Ray 6 maanden geleden
bovenliggende
commit
da8a08006a
1 gewijzigde bestanden met toevoegingen van 6 en 2 verwijderingen
  1. 6 2
      src/rlgl.h

+ 6 - 2
src/rlgl.h

@@ -1459,7 +1459,9 @@ 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,
@@ -1482,14 +1484,16 @@ 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;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; // Preserve active texture
     }
 }
 
 // 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)
@@ -3057,7 +3061,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
 
             for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
             {
-                // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
+                // Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default
                 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
 
                 if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);