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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@ -78,11 +78,9 @@ int main()
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}
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// Draw the background
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window.SaveGLStates();
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window.Draw(background);
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// Flush the window, to make sure that our OpenGL cube
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// will be rendered on top of the background sprite
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window.Flush();
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window.RestoreGLStates();
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// Activate the window before using OpenGL commands.
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// This is useless here because we have only one window which is
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@ -141,10 +139,12 @@ int main()
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glEnd();
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// Draw some text on top of our OpenGL object
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window.SaveGLStates();
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sf::Text text("SFML / OpenGL demo");
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text.SetPosition(250.f, 450.f);
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text.SetColor(sf::Color(255, 255, 255, 170));
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window.Draw(text);
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window.RestoreGLStates();
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// Finally, display the rendered frame on screen
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window.Display();
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