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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@ -108,20 +108,17 @@ namespace SFML
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////////////////////////////////////////////////////////////
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/// <summary>
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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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/// </summary>
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////////////////////////////////////////////////////////////
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void Flush();
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void SaveGLStates();
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Restore the previously saved OpenGL render states and matrices
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/// </summary>
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////////////////////////////////////////////////////////////
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void RestoreGLStates();
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}
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}
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}
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