diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c index 9df1b249..6ba71e4e 100644 --- a/examples/shaders/shaders_deferred_render.c +++ b/examples/shaders/shaders_deferred_render.c @@ -254,8 +254,8 @@ int main(void) EndMode3D(); // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer. - rlBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer); - rlBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer); + rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0); rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT rlDisableFramebuffer(); diff --git a/src/rlgl.h b/src/rlgl.h index b49185f1..f3bbcd33 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -320,8 +320,8 @@ #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR -#define GL_READ_FRAMEBUFFER 0x8CA8 -#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER +#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -623,7 +623,7 @@ RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer -RLAPI void rlBindFramebuffer(unsigned int id,unsigned int val); // bind (FBO) +RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO) // General render state RLAPI void rlEnableColorBlend(void); // Enable color blending @@ -634,7 +634,7 @@ RLAPI void rlEnableDepthMask(void); // Enable depth write RLAPI void rlDisableDepthMask(void); // Disable depth write RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling -RLAPI void rlColorMask(bool,bool,bool,bool); // color mask control +RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control RLAPI void rlSetCullFace(int mode); // Set face culling mode RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test @@ -1741,11 +1741,11 @@ void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX #endif } -// bind framebuffer object -void rlBindFramebuffer(unsigned int id,unsigned int val) +// Bind framebuffer object (fbo) +void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); { #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(id, val); + glBindFramebuffer(target, framebuffer); #endif } @@ -1825,7 +1825,8 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } // Disable backface culling void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } -void rlColorMask(bool r,bool g,bool b,bool a) { glColorMask(r,g,b,a); } +// Set color mask active for screen read/draw +void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); } // Set face culling mode void rlSetCullFace(int mode)