Corrected issue with new functionality
Using default font texture as base white texture for rectangles reduces draw calls considerably, actually, raygui can be drawn with a single pass!
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10
src/shapes.c
10
src/shapes.c
@ -36,6 +36,8 @@
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*
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**********************************************************************************************/
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#define USE_DEFAULT_FONT_TEXTURE
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#include "raylib.h"
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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@ -280,19 +282,19 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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// NOTE: Default raylib font character 95 is a white square
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(rec.x, rec.y);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(rec.x, rec.y + rec.height);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y + rec.height);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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rlDisableTexture();
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