Solved issues when compiled for OpenGL 1.1

This commit is contained in:
raysan5 2020-09-15 11:30:20 +02:00
parent 8cf0be4b6c
commit 0983d7b45c

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@ -1765,11 +1765,7 @@ void rlglInit(int width, int height)
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Store screen size into global variables
RLGL.State.framebufferWidth = width;
RLGL.State.framebufferHeight = height;
@ -1779,6 +1775,12 @@ void rlglInit(int width, int height)
RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
#endif
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
}
// Vertex Buffer Object deinitialization (memory free)
@ -1880,9 +1882,11 @@ void rlSetDebugMarker(const char *text)
// Set blending mode factor and equation
void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
#endif
}
// Load OpenGL extensions
@ -3604,6 +3608,7 @@ Texture2D GenTextureBRDF(Shader shader, int size)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentBlendMode != mode)
{
rlglDraw();
@ -3621,6 +3626,7 @@ void BeginBlendMode(int mode)
RLGL.State.currentBlendMode = mode;
}
#endif
}
// End blending mode (reset to default: alpha blending)