Added support for multitexture binding.

Added some functions for tex env managing.
Modified some enum names from renders.
Added a pixel separator for characters in the ttf creation ( optional ).
Moved some OpenGL and GLEW things to cGL, this is for a future implementation with OpenGL ES and without GLEW.
Tryed to fix a bad rendering bug when clipping controls with borders ( borders disappear ), i think that the hack is working.
Modified some name conventions.
This commit is contained in:
spartanj
2010-09-04 05:28:41 -03:00
parent f8703cd568
commit 6432fa9a9b
56 changed files with 992 additions and 510 deletions

View File

@@ -159,12 +159,12 @@ void cShape::OffsetY( const eeFloat& offsety ) {
mOffSetY = offsety;
}
void cShape::Draw( const eeFloat& X, const eeFloat& Y, const eeRGBA& Color, const eeFloat& Angle, const eeFloat& Scale, const EE_RENDERALPHAS& Blend, const EE_RENDERTYPE& Effect, const bool& ScaleRendered ) {
void cShape::Draw( const eeFloat& X, const eeFloat& Y, const eeRGBA& Color, const eeFloat& Angle, const eeFloat& Scale, const EE_PRE_BLEND_FUNC& Blend, const EE_RENDERTYPE& Effect, const bool& ScaleRendered ) {
if ( NULL != mTexture )
mTexture->DrawEx( X + mOffSetX, Y + mOffSetY, mDestWidth, mDestHeight, Angle, Scale, Color, Color, Color, Color, Blend, Effect, ScaleRendered, mSrcRect );
}
void cShape::Draw( const eeFloat& X, const eeFloat& Y, const eeFloat& Angle, const eeFloat& Scale, const eeRGBA& Color0, const eeRGBA& Color1, const eeRGBA& Color2, const eeRGBA& Color3, const EE_RENDERALPHAS& Blend, const EE_RENDERTYPE& Effect, const bool& ScaleRendered ) {
void cShape::Draw( const eeFloat& X, const eeFloat& Y, const eeFloat& Angle, const eeFloat& Scale, const eeRGBA& Color0, const eeRGBA& Color1, const eeRGBA& Color2, const eeRGBA& Color3, const EE_PRE_BLEND_FUNC& Blend, const EE_RENDERTYPE& Effect, const bool& ScaleRendered ) {
if ( NULL != mTexture )
mTexture->DrawEx( X + mOffSetX, Y + mOffSetY, mDestWidth, mDestHeight, Angle, Scale, Color0, Color1, Color2, Color3, Blend, Effect, ScaleRendered, mSrcRect );
}
@@ -325,8 +325,8 @@ bool cShape::Unlock( const bool& KeepData, const bool& Modified ) {
GLint PreviousTexture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &PreviousTexture);
if ( PreviousTexture != (Int32)mTexture->Texture() )
glBindTexture(GL_TEXTURE_2D, mTexture->Texture() );
if ( PreviousTexture != (Int32)mTexture->Handle() )
glBindTexture(GL_TEXTURE_2D, mTexture->Handle() );
Uint32 Channels = mTexture->Channels();
Uint32 Channel = GL_RGBA;
@@ -340,7 +340,7 @@ bool cShape::Unlock( const bool& KeepData, const bool& Modified ) {
glTexSubImage2D( GL_TEXTURE_2D, 0, mSrcRect.Left, mSrcRect.Top, mSrcRect.Size().Width(), mSrcRect.Size().Height(), Channel, GL_UNSIGNED_BYTE, reinterpret_cast<const void *> ( &mPixels[0] ) );
if ( PreviousTexture != (Int32)mTexture->Texture() )
if ( PreviousTexture != (Int32)mTexture->Handle() )
glBindTexture(GL_TEXTURE_2D, PreviousTexture);
}