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| author | raysan5 <raysan5@gmail.com> | 2014-07-23 01:25:33 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-07-23 01:25:33 +0200 |
| commit | ecb3c47704ccaa349ee4824b019181d700919582 (patch) | |
| tree | ef3059010117ac78c1548494903a9c60c71b149c /src/rlgl.c | |
| parent | 0b03431c95c3c348aa686c1a3df68a51bd7761a6 (diff) | |
| download | raylib-ecb3c47704ccaa349ee4824b019181d700919582.tar.gz raylib-ecb3c47704ccaa349ee4824b019181d700919582.zip | |
Corrected bug with drawing order
We have three vertex buffers: lines, triangles and quads for textures.
Drawing in a desired order could become a nighmare... noww it seems it
works prety well...
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 22 |
1 files changed, 11 insertions, 11 deletions
@@ -825,7 +825,17 @@ void rlglDraw() glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview)); glUniform1i(textureLoc, 0); - // NOTE: We draw in this order: textured quads, triangles shapes, lines + // NOTE: We draw in this order: triangle shapes, textured quads and lines + + if (triangles.vCounter > 0) + { + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + glBindVertexArray(vaoTriangles); + glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + + glBindTexture(GL_TEXTURE_2D, 0); + } if (quads.vCounter > 0) { @@ -855,16 +865,6 @@ void rlglDraw() glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures } - if (triangles.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - glBindVertexArray(vaoTriangles); - glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - - glBindTexture(GL_TEXTURE_2D, 0); - } - if (lines.vCounter > 0) { glBindTexture(GL_TEXTURE_2D, whiteTexture); |
