Added fonts example.

Removed the allocation size parameter from the ColorPointer, VertexPointer and TexCoordPointer functions.
And some minor changes.
This commit is contained in:
Martín Lucas Golini
2013-06-02 02:23:38 -03:00
parent 22ac8c9238
commit 7a0d04a0e9
30 changed files with 327 additions and 142 deletions

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@@ -105,7 +105,7 @@ class EE_API cTTFFont : public cFont {
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 );
void MakeOutline( Uint8 *in, Uint8 *out, Int16 w, Int16 h);
void MakeOutline( Uint8 *in, Uint8 *out, Int16 w, Int16 h, Int16 OutlineSize );
void RebuildFromGlyphs();
};

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@@ -151,11 +151,11 @@ class EE_API cGL {
virtual void DisableClientState( GLenum array ) = 0;
virtual void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) = 0;
virtual void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) = 0;
virtual void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) = 0;
virtual void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) = 0;
virtual void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) = 0;
virtual void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) = 0;
virtual void SetShader( cShaderProgram * Shader );

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@@ -48,11 +48,11 @@ class EE_API cRendererGL : public cGL {
void DisableClientState( GLenum array );
void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void ClipPlane( GLenum plane, const GLdouble *equation );

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@@ -60,11 +60,11 @@ class EE_API cRendererGL3 : public cGL {
void DisableClientState( GLenum array );
void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void ClientActiveTexture( GLenum texture );

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@@ -63,11 +63,11 @@ class EE_API cRendererGLES2 : public cGL {
void DisableClientState( GLenum array );
void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate );
void TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer );
void ClientActiveTexture( GLenum texture );

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@@ -41,7 +41,7 @@ class CP_API cPhysicsManager {
/** The Memory Manager will keep track of all the allocations from cSpace, cBody, cShape and cConstraint and will release any non-released pointer.
*** This is a lazy deallocation for the lazy programmers. It is disabled by default.
*** To work properly set as active before allocating anything, activate it just before the singleton instantiation.
*** To work properly set as active before allocating anything, activate it just after the singleton instantiation.
*/
void MemoryManager( bool MemoryManager );