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