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Formating review, using imperative mode in comments
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@ -2982,7 +2982,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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{
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// Activate elements VAO
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if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
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// TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU,
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// a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
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@ -3257,6 +3257,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
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#if defined(GRAPHICS_API_OPENGL_11)
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if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
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{
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// TODO: Support texture data decompression
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TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
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return id;
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}
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@ -3828,8 +3829,8 @@ unsigned int rlLoadFramebuffer(void)
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if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return fboId; }
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#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
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glGenFramebuffers(1, &fboId); // Create the framebuffer object
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
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glGenFramebuffers(1, &fboId); // Create the framebuffer object
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
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#endif
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return fboId;
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@ -4744,7 +4745,7 @@ Matrix rlGetMatrixTransform(void)
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// TODO: Consider possible transform matrices in the RLGL.State.stack
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//Matrix matStackTransform = rlMatrixIdentity();
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//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
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mat = RLGL.State.transform;
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#endif
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return mat;
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