Change drawing order to avoid artifacts with...
... transparent elements
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parent
f10835cf09
commit
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58
src/rlgl.c
58
src/rlgl.c
@ -1301,7 +1301,35 @@ void rlglDraw(void)
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glUniform1i(currentShader.mapDiffuseLoc, 0);
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}
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// NOTE: We draw in this order: triangle shapes, textured quads and lines
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// NOTE: We draw in this order: lines, triangles, quads
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if (lines.vCounter > 0)
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{
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glBindTexture(GL_TEXTURE_2D, whiteTexture);
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if (vaoSupported)
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{
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glBindVertexArray(vaoLines);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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if (currentShader.colorLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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}
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}
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glDrawArrays(GL_LINES, 0, lines.vCounter);
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if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (triangles.vCounter > 0)
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{
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@ -1394,34 +1422,6 @@ void rlglDraw(void)
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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}
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if (lines.vCounter > 0)
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{
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glBindTexture(GL_TEXTURE_2D, whiteTexture);
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if (vaoSupported)
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{
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glBindVertexArray(vaoLines);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(currentShader.vertexLoc);
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if (currentShader.colorLoc != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(currentShader.colorLoc);
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}
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}
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glDrawArrays(GL_LINES, 0, lines.vCounter);
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if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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glUseProgram(0); // Unbind shader program
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