Expose enable/disable backface culling
Some tweaks on BeginVrDrawing()
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33
src/rlgl.h
33
src/rlgl.h
@ -451,6 +451,8 @@ RLAPI void rlEnableRenderTexture(unsigned int id); // Enable render t
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RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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RLAPI void rlEnableDepthTest(void); // Enable depth test
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RLAPI void rlDisableDepthTest(void); // Disable depth test
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RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
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RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
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RLAPI void rlEnableWireMode(void); // Enable wire mode
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RLAPI void rlDisableWireMode(void); // Disable wire mode
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RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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@ -1345,6 +1347,18 @@ void rlDisableDepthTest(void)
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glDisable(GL_DEPTH_TEST);
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}
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// Enable backface culling
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void rlEnableBackfaceCulling(void)
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{
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glEnable(GL_CULL_FACE);
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}
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// Disable backface culling
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void rlDisableBackfaceCulling(void)
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{
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glDisable(GL_CULL_FACE);
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}
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// Enable wire mode
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void rlEnableWireMode(void)
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{
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@ -3657,30 +3671,25 @@ void ToggleVrMode(void)
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#endif
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}
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// Begin Oculus drawing configuration
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// Begin VR drawing configuration
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void BeginVrDrawing(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (vrSimulatorReady)
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{
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// Setup framebuffer for stereo rendering
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rlEnableRenderTexture(stereoFbo.id);
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rlEnableRenderTexture(stereoFbo.id); // Setup framebuffer for stereo rendering
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//glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
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// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
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// - Do NOT enable GL_FRAMEBUFFER_SRGB
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//glEnable(GL_FRAMEBUFFER_SRGB);
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//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
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rlClearScreenBuffers(); // Clear current framebuffer(s)
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//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
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rlClearScreenBuffers(); // Clear current framebuffer
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vrStereoRender = true;
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}
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#endif
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}
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// End Oculus drawing process (and desktop mirror)
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// End VR drawing process (and desktop mirror)
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void EndVrDrawing(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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