Change drawing order to avoid artifacts with...

... transparent elements
This commit is contained in:
raysan5 2016-01-11 11:59:15 +01:00
parent f10835cf09
commit e5a56fa985

View File

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