diff --git a/src/rmodels.c b/src/rmodels.c index 190af542..1a226e1b 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -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++)