isValidRenderTexture fix.

This commit is contained in:
jussi
2023-10-11 15:19:54 +03:00
parent 8311dfd354
commit c3352b8ed7
8 changed files with 72 additions and 75 deletions

View File

@@ -36,10 +36,16 @@ end
function RL.draw()
RL.ClearBackground( { 50, 20, 75 } )
-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 10 )
if RL.GuiButton( { 112, 16, 96, 32 }, RL.GuiIconText( 113, "Exit" ) ) then
RL.CloseWindow()
end
-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
RL.GuiButton( { 112, 64, 96, 32 }, RL.GuiIconText( 113, "Kissa" ) )
-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 10 )
if windowOpen and RL.GuiWindowBox( { 300, 16, 200, 320 }, "Window" ) then
windowOpen = false
end

View File

@@ -2,8 +2,6 @@
local monitor = 0
local texture = -1
local vaoId = -1
local vboId = -1
local triSize = 32.0
local vertices = {
0.0, 0.0, 0.0,
@@ -16,6 +14,39 @@ local colors = {
RL.BLUE, RL.BLUE, RL.BLUE
}
local VBO_VERTEX_POS = 0
local VBO_COLOR_POS = 1
local mesh = {
vaoId = -1,
vboIds = {
vertices = -1,
colors = -1,
}
}
function uploadMesh()
mesh.vaoId = RL.rlLoadVertexArray()
RL.rlEnableVertexArray( mesh.vaoId )
-- Vertices.
mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( VBO_VERTEX_POS )
-- Colors.
mesh.vboIds.colors = RL.rlLoadVertexBuffer( vertices, RL.RL_UNSIGNED_BYTE, false )
RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 )
RL.rlEnableVertexAttribute( VBO_COLOR_POS )
RL.rlDisableVertexArray()
print( "Mesh:" )
print( "\tvaoId: "..mesh.vaoId )
print( "\tvboIds.vertices: "..mesh.vboIds.vertices )
print( "\tvboIds.colors: "..mesh.vboIds.colors )
end
function RL.init()
local mPos = RL.GetMonitorPosition( monitor )
local mSize = RL.GetMonitorSize( monitor )
@@ -25,32 +56,25 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
vaoId = RL.rlLoadVertexArray()
uploadMesh()
end
RL.rlEnableVertexArray( vaoId )
-- vboId = RL.rlLoadVertexBuffer( vertexBuffer, RL.RL_UNSIGNED_BYTE, false )
vboId = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( 0 )
RL.rlDisableVertexArray()
-- RL.DrawMesh( )
-- print( "vaoId", vaoId )
-- print( "vboId", vboId )
function drawMesh()
end
function RL.draw()
RL.ClearBackground( { 100, 150, 100 } )
end
-- You need to manually free resources.
function RL.exit()
if 0 <= vaoId then
RL.rlUnloadVertexArray( vaoId )
if 0 <= mesh.vaoId then
RL.rlUnloadVertexArray( mesh.vaoId )
end
if 0 <= vboId then
RL.rlUnloadVertexBuffer( vboId )
for _, vboId in pairs( mesh.vboIds ) do
if 0 <= vboId then
RL.rlUnloadVertexBuffer( vboId )
end
end
end