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Change the way quads are split into triangle splits (conform with intel/nvidia drivers)
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@ -685,16 +685,16 @@ void CGraphics_OpenGL::QuadsDrawTL(const CQuadItem *pArray, int Num)
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[3];
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[2];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[3];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[2];
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// second triangle
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// second triangle
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y;
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[0];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[0];
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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@ -772,15 +772,15 @@ void CGraphics_OpenGL::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X2;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X3;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y2;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y3;
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[2];
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[3];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[2];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[3];
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X1;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X0;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y1;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y0;
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[0];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[0];
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X3;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X3;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y3;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y3;
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@ -611,16 +611,16 @@ void CGraphics_Threaded::QuadsDrawTL(const CQuadItem *pArray, int Num)
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[3];
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[2];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[3];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[2];
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// second triangle
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// second triangle
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y;
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[0];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[0];
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
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@ -698,15 +698,15 @@ void CGraphics_Threaded::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X2;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X3;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y2;
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m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y3;
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[2];
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m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[3];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[2];
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m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[3];
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X1;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X0;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y1;
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m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y0;
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[0];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[1];
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m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[0];
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X3;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X3;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y3;
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m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y3;
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