WARNING: REVIEWED: rlCheckRenderBatchLimit()

This commit is contained in:
Ray 2022-08-13 22:30:11 +02:00
parent 48c7f65b77
commit 092b6f956e

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@ -152,7 +152,7 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
// WARNING: Be careful with internal buffer vertex alignment
// when using RL_LINES or RL_TRIANGLES, data is aligned to fit
// lines-triangles-quads in the same indexed buffers!!!
//rlCheckRenderBatchLimit(8);
rlCheckRenderBatchLimit(8);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -164,7 +164,7 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
// Draw a point in 3D space, actually a small line
void DrawPoint3D(Vector3 position, Color color)
{
//rlCheckRenderBatchLimit(8);
rlCheckRenderBatchLimit(8);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -179,7 +179,7 @@ void DrawPoint3D(Vector3 position, Color color)
// Draw a circle in 3D world space
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
{
//rlCheckRenderBatchLimit(2*36);
rlCheckRenderBatchLimit(2*36);
rlPushMatrix();
rlTranslatef(center.x, center.y, center.z);
@ -200,7 +200,7 @@ void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rota
// Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
{
//rlCheckRenderBatchLimit(8);
rlCheckRenderBatchLimit(8);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -215,7 +215,7 @@ void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color)
{
if (pointCount >= 3)
{
//rlCheckRenderBatchLimit(3*(pointCount - 2));
rlCheckRenderBatchLimit(3*(pointCount - 2));
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -247,7 +247,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
float y = 0.0f;
float z = 0.0f;
//rlCheckRenderBatchLimit(36);
rlCheckRenderBatchLimit(36);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
@ -328,7 +328,7 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
float y = 0.0f;
float z = 0.0f;
//rlCheckRenderBatchLimit(36);
rlCheckRenderBatchLimit(36);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -405,7 +405,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
float y = position.y;
float z = position.z;
//rlCheckRenderBatchLimit(36);
rlCheckRenderBatchLimit(36);
rlSetTexture(texture.id);
@ -468,7 +468,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
float texWidth = (float)texture.width;
float texHeight = (float)texture.height;
//rlCheckRenderBatchLimit(36);
rlCheckRenderBatchLimit(36);
rlSetTexture(texture.id);
@ -556,7 +556,7 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
//int numVertex = (rings + 2)*slices*6;
//rlCheckRenderBatchLimit(numVertex);
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
@ -599,7 +599,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
//int numVertex = (rings + 2)*slices*6;
//rlCheckRenderBatchLimit(numVertex);
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
@ -646,7 +646,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (sides < 3) sides = 3;
//int numVertex = sides*6;
//rlCheckRenderBatchLimit(numVertex);
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -705,7 +705,7 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
if (sides < 3) sides = 3;
//int numVertex = sides*6;
//rlCheckRenderBatchLimit(numVertex);
rlCheckRenderBatchLimit(numVertex);
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return;
@ -764,7 +764,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
if (sides < 3) sides = 3;
//int numVertex = sides*8;
//rlCheckRenderBatchLimit(numVertex);
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -798,7 +798,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
if (sides < 3) sides = 3;
//int numVertex = sides*6;
//rlCheckRenderBatchLimit(numVertex);
rlCheckRenderBatchLimit(numVertex);
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0))return;
@ -843,7 +843,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
//rlCheckRenderBatchLimit(4);
rlCheckRenderBatchLimit(4);
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
@ -881,7 +881,7 @@ void DrawGrid(int slices, float spacing)
{
int halfSlices = slices/2;
//rlCheckRenderBatchLimit((slices + 2)*4);
rlCheckRenderBatchLimit((slices + 2)*4);
rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; i++)