Removed all the automatic batching stuff and replaced it with a more straight-forward implementation using a state cache for optimizing performances
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1362 4e206d99-4929-0410-ac5d-dfc041789085
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58 changed files with 890 additions and 2039 deletions
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@ -84,22 +84,20 @@ CSFML_API unsigned int sfRenderImage_GetHeight(const sfRenderImage* renderImage)
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CSFML_API sfBool sfRenderImage_SetActive(sfRenderImage* renderImage, sfBool active);
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////////////////////////////////////////////////////////////
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/// Make sure that what has been drawn so far is rendered
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/// Save the current OpenGL render states and matrices
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///
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/// Use this function if you use OpenGL rendering commands,
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/// and you want to make sure that things will appear on top
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/// of all the SFML objects that have been drawn so far.
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/// This is needed because SFML doesn't use immediate rendering,
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/// it first accumulates drawables into a queue and
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/// trigger the actual rendering afterwards.
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///
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/// You don't need to call this function if you're not
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/// dealing with OpenGL directly.
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///
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/// \param Renderimage : Renderimage object
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/// \param renderWindow : Renderwindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderImage_Flush(sfRenderImage* renderImage);
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CSFML_API void sfRenderImage_SaveGLStates(sfRenderImage* renderImage);
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////////////////////////////////////////////////////////////
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/// Restore the previously saved OpenGL render states and matrices
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///
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/// \param renderWindow : Renderwindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderImage_RestoreGLStates(sfRenderImage* renderImage);
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////////////////////////////////////////////////////////////
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/// Update the contents of the target image
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@ -225,22 +225,20 @@ CSFML_API void sfRenderWindow_SetIcon(sfRenderWindow* renderWindow, unsigned int
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CSFML_API sfBool sfRenderWindow_SetActive(sfRenderWindow* renderWindow, sfBool active);
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////////////////////////////////////////////////////////////
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/// Make sure that what has been drawn so far is rendered
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///
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/// Use this function if you use OpenGL rendering commands,
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/// and you want to make sure that things will appear on top
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/// of all the SFML objects that have been drawn so far.
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/// This is needed because SFML doesn't use immediate rendering,
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/// it first accumulates drawables into a queue and
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/// trigger the actual rendering afterwards.
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///
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/// You don't need to call this function if you're not
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/// dealing with OpenGL directly.
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/// Save the current OpenGL render states and matrices
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///
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/// \param renderWindow : Renderwindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_Flush(sfRenderWindow* renderWindow);
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CSFML_API void sfRenderWindow_SaveGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// Restore the previously saved OpenGL render states and matrices
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///
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/// \param renderWindow : Renderwindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_RestoreGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// Display a window on screen
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