REVIEW: GenTextureCubemap(), avoid using models.c functions
- DrawCube() belongs to models.c -> rl*() alternative should be used
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14
src/rlgl.h
14
src/rlgl.h
@ -3327,8 +3327,10 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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};
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rlEnableShader(shader.id);
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//glActiveTexture(GL_TEXTURE0);
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//glBindTexture(GL_TEXTURE_2D, panorama.id);
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#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, panorama.id);
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#endif
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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@ -3338,14 +3340,18 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
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rlEnableFramebuffer(fbo);
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#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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rlEnableTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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#endif
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rlClearScreenBuffers();
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//GenDrawCube();
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GenDrawCube();
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#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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// Using internal batch system instead of raw OpenGL cube creating+drawing
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// NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
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DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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DrawRenderBatch(RLGL.currentBatch);
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#endif
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}
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//------------------------------------------------------------------------------------------
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