Userdata objects can be referenced with lightuserdata.
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@@ -16,7 +16,6 @@ local res = Vec2:new( 160, 144 )
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local winScale = 5
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local winSize = res:scale( winScale )
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local framebuffer = RL.LoadRenderTexture( res )
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local framebufferTex = RL.GetRenderTextureTexture( framebuffer )
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local monitor = 0
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local tilemap = {
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size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
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@@ -294,12 +293,6 @@ function RL.draw()
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drawPlayer()
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RL.EndTextureMode()
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-- local framebufferTex = RL.GetRenderTextureTexture( framebuffer )
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-- local texId = RL.GetTextureId( framebufferTex )
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-- print( "texId", texId )
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RL.DrawTexturePro( framebufferTex, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
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-- collectgarbage( "collect" )
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RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
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-- RL.glBlitFramebuffer( framebuffer, -1, res, winSize, RL.GL_COLOR_BUFFER_BIT, RL.GL_NEAREST )
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end
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