Corrected game to run on OpenGL 1.1
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@ -421,21 +421,25 @@ void DrawGameplayScreen(void)
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DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE);
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// Draw wave
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// NOTE: Old drawing method, replaced by rendertarget
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//DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
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//DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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//DrawRectangleLines(20, 20, 1240, 140, DARKGRAY);
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//DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY);
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if (waveTarget.texture.id <= 0) // Render target could not be loaded (OpenGL 1.1)
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{
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// Draw wave directly on screen
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DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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}
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else
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{
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// Draw wave using render target
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ClearBackground(BLANK);
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BeginTextureMode(waveTarget);
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DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
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EndTextureMode();
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// Draw wave using render target
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ClearBackground(BLANK);
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BeginTextureMode(waveTarget);
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DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
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EndTextureMode();
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// TODO: Apply antialiasing shader
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DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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// TODO: Apply antialiasing shader
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DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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}
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}
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// Gameplay Screen Unload logic
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