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| author | Ray <raysan5@gmail.com> | 2016-03-17 13:51:48 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-03-17 13:51:48 +0100 |
| commit | e2ba22ec596757d62f8b22cf8b722d68040f23d3 (patch) | |
| tree | 28b9e0ddfe60534b167dd659e27c4fa10288d329 /src/rlgl.c | |
| parent | 49df957058b2f602c7e6873fec0007fcd7a4dc4c (diff) | |
| download | raylib-e2ba22ec596757d62f8b22cf8b722d68040f23d3.tar.gz raylib-e2ba22ec596757d62f8b22cf8b722d68040f23d3.zip | |
Improved 2D-3D drawing
Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 14 |
1 files changed, 13 insertions, 1 deletions
@@ -780,6 +780,18 @@ void rlDisableTexture(void) #endif } +// Enable depth test +void rlEnableDepthTest(void) +{ + glEnable(GL_DEPTH_TEST); +} + +// Disable depth test +void rlDisableDepthTest(void) +{ + glDisable(GL_DEPTH_TEST); +} + // Unload texture from GPU memory void rlDeleteTextures(unsigned int id) { @@ -1579,7 +1591,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height) //glClearDepth(1.0f); // Clear depth buffer (default) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D - glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D) + glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) glDepthFunc(GL_LEQUAL); // Type of depth testing to apply glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) |
