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authorRay <raysan5@gmail.com>2018-12-18 16:52:18 +0100
committerRay <raysan5@gmail.com>2018-12-18 16:52:18 +0100
commitdb96cf4a8ba87f10c3f0bb1043f846f2233dba03 (patch)
tree478de0bf34f1e6f57f5e9e4de64e507b5e8c0559 /src
parent5a9e03fddf2feda74e01d054c037e42ac8c3b61b (diff)
downloadraylib-db96cf4a8ba87f10c3f0bb1043f846f2233dba03.tar.gz
raylib-db96cf4a8ba87f10c3f0bb1043f846f2233dba03.zip
Corrected bug on OpenGL ES quads drawing
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h12
1 files changed, 5 insertions, 7 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 7631adbf..d10bf16a 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -2647,13 +2647,11 @@ void *rlReadTexturePixels(Texture2D texture)
glBindTexture(GL_TEXTURE_2D, texture.id);
// NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
- /*
- int width, height, format;
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+ //int width, height, format;
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
// Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
- */
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
@@ -4044,7 +4042,7 @@ static void DrawBuffersDefault(void)
// start of the index buffer to the location of the first index to process
glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6));
#elif defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6));
+ glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6));
#endif
}