mirror of https://github.com/raysan5/raylib
Review PR #3746 formating
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src/rcore.c
12
src/rcore.c
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@ -961,8 +961,7 @@ void EndMode2D(void)
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rlLoadIdentity(); // Reset current matrix (modelview)
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if (rlGetActiveFramebuffer() == 0)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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}
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// Initializes 3D mode with custom camera (3D)
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@ -1015,8 +1014,7 @@ void EndMode3D(void)
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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if (rlGetActiveFramebuffer() == 0)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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if (rlGetActiveFramebuffer() == 0) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
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}
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@ -1062,9 +1060,9 @@ void EndTextureMode(void)
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// Set viewport to default framebuffer size
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SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
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// go back to the modelview state from BeginDrawing since we are back to the default FBO
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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// Go back to the modelview state from BeginDrawing since we are back to the default FBO
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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// Reset current fbo to screen size
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@ -621,7 +621,7 @@ RLAPI void rlDisableShader(void); // Disable shader progra
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// Framebuffer state
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RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
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RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
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RLAPI unsigned int rlGetActiveFramebuffer(void); // Returns the active render texture (fbo), 0 for default framebuffer
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RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
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RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
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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
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RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
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@ -1729,12 +1729,11 @@ void rlEnableFramebuffer(unsigned int id)
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// return the active render texture (fbo)
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unsigned int rlGetActiveFramebuffer(void)
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{
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#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
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GLint fboId = 0;
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#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
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return fboId;
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#endif
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return 0;
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return fboId;
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}
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// Disable rendering to texture
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