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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@ -407,22 +407,22 @@ 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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public void Flush()
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public void SaveGLStates()
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{
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sfRenderWindow_Flush(This);
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sfRenderWindow_SaveGLStates(This);
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}
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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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public void RestoreGLStates()
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{
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sfRenderWindow_RestoreGLStates(This);
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}
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////////////////////////////////////////////////////////////
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@ -563,7 +563,10 @@ namespace SFML
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static extern bool sfRenderWindow_SetActive(IntPtr This, bool Active);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern bool sfRenderWindow_Flush(IntPtr This);
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static extern bool sfRenderWindow_SaveGLStates(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern bool sfRenderWindow_RestoreGLStates(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderWindow_SetFramerateLimit(IntPtr This, uint Limit);
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