ddnet/src
bors[bot] b014d6199c
Merge #3160
3160: Make gfx_quad_as_triangle 0 default r=def- a=Jupeyy

fixes #3097
I added a TrianglesBeing/End() instead for ingame quads
Let me quickly explain why #177 failed.

In the screenshots of #177 you already see the problem

the driver can built a quad like:
![image](https://user-images.githubusercontent.com/6654924/96621122-86f80780-1308-11eb-881a-eb51bdbe558c.png)

or like:

![image](https://user-images.githubusercontent.com/6654924/96621195-a131e580-1308-11eb-91c4-cc4cab96bdfd.png)

or somehow it wants, but it will always do them as triangles

And thats why the ingame quads were basically flipped in the screenshots of #177

But this almost never matters.
Tiles are single colored, text is single colored, ui elements are single colored.
So it only matters for ingame quads probably, which specify the color of each edge

Also even if it would matter, we can simply change the quads to triangles now.

Pro:
- Generally less vertices upload
- Less vertices building on CPU side

Cons:
- nothing



Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2020-10-20 20:53:54 +00:00
..
antibot Run clang-format 2020-09-26 21:50:15 +02:00
base Make closest_point_on_line safer 2020-10-17 20:22:13 +02:00
engine Merge #3160 2020-10-20 20:53:54 +00:00
game Make gfx_quad_as_triangle 0 default 2020-10-20 19:11:19 +02:00
mastersrv Run clang-format 2020-09-26 21:50:15 +02:00
osx Fix Mac OS X notifications linking 2020-04-30 21:30:21 +02:00
osxlaunch Streamline platform client 2020-03-28 02:20:16 +03:00
steam Run clang-format 2020-09-26 21:50:15 +02:00
test Remove code for CRC in most places, except where needed for net compat 2020-10-14 17:08:58 +02:00
tools Fix clang-analyzer-core.UndefinedBinaryOperatorResult 2020-10-14 15:45:47 +02:00
twping Run clang-format 2020-09-26 21:50:15 +02:00