From bf2ad9df5fdcaa385b2a7f66fd85632eeebbadaa Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 13 Aug 2022 22:42:38 +0200 Subject: [PATCH] P A I N --- src/rmodels.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/rmodels.c b/src/rmodels.c index 1a226e1bcd65..ee8b2117bf92 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -555,7 +555,7 @@ void DrawSphere(Vector3 centerPos, float radius, Color color) // Draw sphere with extended parameters void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) { - //int numVertex = (rings + 2)*slices*6; + int numVertex = (rings + 2)*slices*6; rlCheckRenderBatchLimit(numVertex); rlPushMatrix(); @@ -598,7 +598,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color // Draw sphere wires void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) { - //int numVertex = (rings + 2)*slices*6; + int numVertex = (rings + 2)*slices*6; rlCheckRenderBatchLimit(numVertex); rlPushMatrix(); @@ -645,7 +645,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h { if (sides < 3) sides = 3; - //int numVertex = sides*6; + int numVertex = sides*6; rlCheckRenderBatchLimit(numVertex); rlPushMatrix(); @@ -704,7 +704,7 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e { if (sides < 3) sides = 3; - //int numVertex = sides*6; + int numVertex = sides*6; rlCheckRenderBatchLimit(numVertex); Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; @@ -763,7 +763,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl { if (sides < 3) sides = 3; - //int numVertex = sides*8; + int numVertex = sides*8; rlCheckRenderBatchLimit(numVertex); rlPushMatrix(); @@ -797,7 +797,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl { if (sides < 3) sides = 3; - //int numVertex = sides*6; + int numVertex = sides*6; rlCheckRenderBatchLimit(numVertex); Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };