mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-08-18 06:55:48 +03:00
Added fonts example.
Removed the allocation size parameter from the ColorPointer, VertexPointer and TexCoordPointer functions. And some minor changes.
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@@ -105,7 +105,7 @@ class EE_API cTTFFont : public cFont {
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bool iLoad( const eeUint& Size, EE_TTF_FONT_STYLE Style, const bool& VerticalDraw, const Uint16& NumCharsToGen, const eeColor& FontColor, Uint8 OutlineSize, const eeColor& OutlineColor, const bool& AddPixelSeparator );
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void MakeOutline( Uint8 *in, Uint8 *out, Int16 w, Int16 h);
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void MakeOutline( Uint8 *in, Uint8 *out, Int16 w, Int16 h, Int16 OutlineSize );
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void RebuildFromGlyphs();
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};
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@@ -151,11 +151,11 @@ class EE_API cGL {
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virtual void DisableClientState( GLenum array ) = 0;
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virtual void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) = 0;
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virtual void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) = 0;
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virtual void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) = 0;
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virtual void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) = 0;
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virtual void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) = 0;
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virtual void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) = 0;
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virtual void SetShader( cShaderProgram * Shader );
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@@ -48,11 +48,11 @@ class EE_API cRendererGL : public cGL {
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void DisableClientState( GLenum array );
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void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void ClipPlane( GLenum plane, const GLdouble *equation );
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@@ -60,11 +60,11 @@ class EE_API cRendererGL3 : public cGL {
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void DisableClientState( GLenum array );
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void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void ClientActiveTexture( GLenum texture );
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@@ -63,11 +63,11 @@ class EE_API cRendererGLES2 : public cGL {
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void DisableClientState( GLenum array );
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void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
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void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
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void ClientActiveTexture( GLenum texture );
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@@ -41,7 +41,7 @@ class CP_API cPhysicsManager {
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/** The Memory Manager will keep track of all the allocations from cSpace, cBody, cShape and cConstraint and will release any non-released pointer.
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*** This is a lazy deallocation for the lazy programmers. It is disabled by default.
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*** To work properly set as active before allocating anything, activate it just before the singleton instantiation.
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*** To work properly set as active before allocating anything, activate it just after the singleton instantiation.
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*/
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void MemoryManager( bool MemoryManager );
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