diff --git a/Raylib-cs/types/RenderBatch.cs b/Raylib-cs/types/RenderBatch.cs
index d1da54f..0253d5a 100644
--- a/Raylib-cs/types/RenderBatch.cs
+++ b/Raylib-cs/types/RenderBatch.cs
@@ -11,32 +11,27 @@ public unsafe partial struct RenderBatch
///
/// Number of vertex buffers (multi-buffering support)
///
- int _buffersCount;
+ public int BufferCount;
///
/// Current buffer tracking in case of multi-buffering
///
- int _currentBuffer;
+ public int CurrentBuffer;
///
/// Dynamic buffer(s) for vertex data
///
- VertexBuffer* _vertexBuffer;
+ public VertexBuffer* VertexBuffer;
///
/// Draw calls array, depends on textureId
///
- DrawCall* _draws;
-
- ///
- /// Draw calls counter
- ///
- int _drawsCounter;
+ public DrawCall* Draws;
///
/// Current depth value for next draw
///
- float _currentDepth;
+ public float CurrentDepth;
}
///
@@ -84,7 +79,10 @@ public unsafe partial struct VertexBuffer
}
///
-/// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+/// Draw call type
+/// NOTE: Only texture changes register a new draw, other state-change-related elements are not
+/// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
+/// of those state-change happens (this is done in core module)
///
[StructLayout(LayoutKind.Sequential)]
public partial struct DrawCall
@@ -92,22 +90,22 @@ public partial struct DrawCall
///
/// Drawing mode: LINES, TRIANGLES, QUADS
///
- int _mode;
+ public DrawMode Mode;
///
/// Number of vertices for the draw call
///
- int _vertexCount;
+ public int VertexCount;
///
/// Number of vertices required for index alignment (LINES, TRIANGLES)
///
- int _vertexAlignment;
+ public int VertexAlignment;
///
/// Texture id to be used on the draw -> Use to create new draw call if changes
///
- uint _textureId;
+ public uint TextureId;
}
public enum GlVersion