Renamed SubTexture to TextureRegion.

Fixed a bug with frambuffers and views.

--HG--
branch : dev-2.1
This commit is contained in:
Martín Lucas Golini
2018-01-11 21:17:01 -03:00
parent 68534548a3
commit 29b5251f97
73 changed files with 1216 additions and 1216 deletions

View File

@@ -102,14 +102,14 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
Uint32 PlanetId = TextureFactory::instance()->loadFromFile( "assets/sprites/7.png" );
Uint32 RockId = TextureFactory::instance()->loadFromFile( "assets/sprites/5.png" );
// Load a previously generated texture atlas that contains the SubTextures needed to load an animated sprite
// Load a previously generated texture atlas that contains the TextureRegions needed to load an animated sprite
TextureAtlasLoader Blindies( "assets/atlases/bnb.eta" );
// Create the animated rock spriteR
// Load the rock frames from the texture, adding the frames manually
for ( Int32 my = 0; my < 4; my++ ) {
for( Int32 mx = 0; mx < 8; mx++ ) {
// DestSize as 0,0 will use the SubTexture size
// DestSize as 0,0 will use the TextureRegion size
Rock.addFrame( RockId, Sizef( 0, 0 ), Vector2i( 0, 0 ), Rect( mx * 64, my * 64, mx * 64 + 64, my * 64 + 64 ) );
}
}
@@ -117,9 +117,9 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Create a static sprite
Planet.createStatic( PlanetId );
// It will look for a SubTexture ( in any Texture Atlas loaded, or the GlobalTextureAtlas ) animation by its name, it will search
// It will look for a TextureRegion ( in any Texture Atlas loaded, or the GlobalTextureAtlas ) animation by its name, it will search
// for "gn00" to "gnXX" to create a new animation
// see TextureAtlasManager::GetSubTexturesByPattern for more information.
// see TextureAtlasManager::GetTextureRegionsByPattern for more information.
// This is the easiest way to load animated sprites.
Blindy.addFramesByPattern( "gn" );