|
@@ -442,7 +442,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
|
|
|
rlTranslatef(center.x, center.y, 0.0);
|
|
|
rlRotatef(rotation, 0, 0, 1);
|
|
|
|
|
|
- #if defined(SUPPORT_QUADS_DRAW_MODE)
|
|
|
+#if defined(SUPPORT_QUADS_DRAW_MODE)
|
|
|
rlEnableTexture(GetShapesTexture().id);
|
|
|
|
|
|
rlBegin(RL_QUADS);
|
|
@@ -464,7 +464,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
|
|
|
}
|
|
|
rlEnd();
|
|
|
rlDisableTexture();
|
|
|
- #else
|
|
|
+#else
|
|
|
rlBegin(RL_TRIANGLES);
|
|
|
for (int i = 0; i < 360; i += 360/sides)
|
|
|
{
|
|
@@ -475,7 +475,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
|
|
|
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
|
|
|
}
|
|
|
rlEnd();
|
|
|
- #endif
|
|
|
+#endif
|
|
|
rlPopMatrix();
|
|
|
}
|
|
|
|
|
@@ -486,7 +486,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
|
|
|
{
|
|
|
if (rlCheckBufferLimit(RL_QUADS, pointsCount)) rlglDraw();
|
|
|
|
|
|
- #if defined(SUPPORT_QUADS_DRAW_MODE)
|
|
|
+#if defined(SUPPORT_QUADS_DRAW_MODE)
|
|
|
rlEnableTexture(GetShapesTexture().id);
|
|
|
|
|
|
rlBegin(RL_QUADS);
|
|
@@ -501,7 +501,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
|
|
|
}
|
|
|
rlEnd();
|
|
|
rlDisableTexture();
|
|
|
- #else
|
|
|
+#else
|
|
|
rlBegin(RL_TRIANGLES);
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
|
@@ -512,7 +512,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
|
|
|
rlVertex2f(points[i + 1].x, points[i + 1].y);
|
|
|
}
|
|
|
rlEnd();
|
|
|
- #endif
|
|
|
+#endif
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -716,7 +716,9 @@ static Texture2D GetShapesTexture(void)
|
|
|
{
|
|
|
#if defined(SUPPORT_FONT_TEXTURE)
|
|
|
texShapes = GetFontDefault().texture; // Use font texture white character
|
|
|
- recTexShapes = GetFontDefault().chars[95].rec;
|
|
|
+ Rectangle rec = GetFontDefault().chars[95].rec;
|
|
|
+ // NOTE: We setup a 1px padding on char rectangle to avoid texture bleeding on MSAA filtering
|
|
|
+ recTexShapes = (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 };
|
|
|
#else
|
|
|
texShapes = GetTextureDefault(); // Use default white texture
|
|
|
recTexShapes = { 0.0f, 0.0f, 1.0f, 1.0f };
|