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authorraysan5 <raysan5@gmail.com>2017-08-04 18:56:36 +0200
committerraysan5 <raysan5@gmail.com>2017-08-04 18:56:36 +0200
commitae35c37c8a98a0413ae525719bbbdee53dfcc86d (patch)
treea23ed9a9cc88b6f245908c9f080187dfbe99b684
parenteeca607506b22f154a7b31ef8308d3ecd30ad383 (diff)
downloadraylib-ae35c37c8a98a0413ae525719bbbdee53dfcc86d.tar.gz
raylib-ae35c37c8a98a0413ae525719bbbdee53dfcc86d.zip
Corrected game to run on OpenGL 1.1
-rw-r--r--games/wave_collector/screens/screen_gameplay.c34
1 files changed, 19 insertions, 15 deletions
diff --git a/games/wave_collector/screens/screen_gameplay.c b/games/wave_collector/screens/screen_gameplay.c
index 73b3f435..6d82d72e 100644
--- a/games/wave_collector/screens/screen_gameplay.c
+++ b/games/wave_collector/screens/screen_gameplay.c
@@ -421,21 +421,25 @@ void DrawGameplayScreen(void)
DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE);
// Draw wave
- // NOTE: Old drawing method, replaced by rendertarget
- //DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
- //DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
- //DrawRectangleLines(20, 20, 1240, 140, DARKGRAY);
- //DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY);
-
- // Draw wave using render target
- ClearBackground(BLANK);
- BeginTextureMode(waveTarget);
- DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
- EndTextureMode();
-
- // TODO: Apply antialiasing shader
- DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
- DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
+ if (waveTarget.texture.id <= 0) // Render target could not be loaded (OpenGL 1.1)
+ {
+ // Draw wave directly on screen
+ DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
+ DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
+ }
+ else
+ {
+ // Draw wave using render target
+ ClearBackground(BLANK);
+ BeginTextureMode(waveTarget);
+ DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
+ EndTextureMode();
+
+ // TODO: Apply antialiasing shader
+
+ DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
+ DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
+ }
}
// Gameplay Screen Unload logic