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
This commit is contained in:
LaurentGom 2010-01-19 20:39:32 +00:00
parent 8ba9495c02
commit c237305f9b
58 changed files with 890 additions and 2039 deletions

View file

@ -84,22 +84,20 @@ CSFML_API unsigned int sfRenderImage_GetHeight(const sfRenderImage* renderImage)
CSFML_API sfBool sfRenderImage_SetActive(sfRenderImage* renderImage, sfBool active);
////////////////////////////////////////////////////////////
/// Make sure that what has been drawn so far is rendered
/// Save the current OpenGL render states and matrices
///
/// Use this function if you use OpenGL rendering commands,
/// and you want to make sure that things will appear on top
/// of all the SFML objects that have been drawn so far.
/// This is needed because SFML doesn't use immediate rendering,
/// it first accumulates drawables into a queue and
/// trigger the actual rendering afterwards.
///
/// You don't need to call this function if you're not
/// dealing with OpenGL directly.
///
/// \param Renderimage : Renderimage object
/// \param renderWindow : Renderwindow object
///
////////////////////////////////////////////////////////////
CSFML_API void sfRenderImage_Flush(sfRenderImage* renderImage);
CSFML_API void sfRenderImage_SaveGLStates(sfRenderImage* renderImage);
////////////////////////////////////////////////////////////
/// Restore the previously saved OpenGL render states and matrices
///
/// \param renderWindow : Renderwindow object
///
////////////////////////////////////////////////////////////
CSFML_API void sfRenderImage_RestoreGLStates(sfRenderImage* renderImage);
////////////////////////////////////////////////////////////
/// Update the contents of the target image

View file

@ -225,22 +225,20 @@ CSFML_API void sfRenderWindow_SetIcon(sfRenderWindow* renderWindow, unsigned int
CSFML_API sfBool sfRenderWindow_SetActive(sfRenderWindow* renderWindow, sfBool active);
////////////////////////////////////////////////////////////
/// Make sure that what has been drawn so far is rendered
///
/// Use this function if you use OpenGL rendering commands,
/// and you want to make sure that things will appear on top
/// of all the SFML objects that have been drawn so far.
/// This is needed because SFML doesn't use immediate rendering,
/// it first accumulates drawables into a queue and
/// trigger the actual rendering afterwards.
///
/// You don't need to call this function if you're not
/// dealing with OpenGL directly.
/// Save the current OpenGL render states and matrices
///
/// \param renderWindow : Renderwindow object
///
////////////////////////////////////////////////////////////
CSFML_API void sfRenderWindow_Flush(sfRenderWindow* renderWindow);
CSFML_API void sfRenderWindow_SaveGLStates(sfRenderWindow* renderWindow);
////////////////////////////////////////////////////////////
/// Restore the previously saved OpenGL render states and matrices
///
/// \param renderWindow : Renderwindow object
///
////////////////////////////////////////////////////////////
CSFML_API void sfRenderWindow_RestoreGLStates(sfRenderWindow* renderWindow);
////////////////////////////////////////////////////////////
/// Display a window on screen