Launch draw call if buffer limits reached
Note that this solution is a temporal patch, not properly tested and prone to fail, specially if matrix are pushed into the stack...
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@ -644,6 +644,14 @@ void rlEnd(void)
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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currentDepth += (1.0f/20000.0f);
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// TODO: Verify internal buffers limits
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// NOTE: Before launching draw, verify no matrix are left in the stack!
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// NOTE: Probably a lines/triangles margin should be left, rlEnd could be called
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// after an undetermined number of triangles buffered (check shapes::DrawPoly())
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if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
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(triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 16) ||
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(quads.vCounter/4 >= MAX_QUADS_BATCH - 2)) rlglDraw();
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}
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// Define one vertex (position)
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