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Remove deprecated 'PrimitiveType::Quads'
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40cac9a403
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@ -110,7 +110,7 @@ protected:
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/// target.draw(m_vertices, states);
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///
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/// // ... or draw with OpenGL directly
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/// glBegin(GL_QUADS);
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/// glBegin(GL_TRIANGLES);
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/// ...
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/// glEnd();
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/// }
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@ -43,8 +43,7 @@ enum PrimitiveType
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LineStrip, //!< List of connected lines, a point uses the previous point to form a line
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Triangles, //!< List of individual triangles
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TriangleStrip, //!< List of connected triangles, a point uses the two previous points to form a triangle
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TriangleFan, //!< List of connected triangles, a point uses the common center and the previous point to form a triangle
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Quads //!< List of individual quads (deprecated, don't work with OpenGL ES)
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TriangleFan //!< List of connected triangles, a point uses the common center and the previous point to form a triangle
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};
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} // namespace sf
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@ -255,7 +255,7 @@ private:
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/// window.popGLStates();
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///
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/// // Draw a 3D object using OpenGL
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/// glBegin(GL_QUADS);
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/// glBegin(GL_TRIANGLES);
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/// glVertex3f(...);
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/// ...
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/// glEnd();
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@ -115,7 +115,7 @@ public:
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///
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/// The vertex is the building block of drawing. Everything which
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/// is visible on screen is made of vertices. They are grouped
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/// as 2D primitives (triangles, quads, ...), and these primitives
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/// as 2D primitives (lines, triangles, ...), and these primitives
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/// are grouped to create even more complex 2D entities such as
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/// sprites, texts, etc.
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///
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@ -132,11 +132,13 @@ public:
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/// sf::Vertex(sf::Vector2f( 0, 0), sf::Color::Red, sf::Vector2f( 0, 0)),
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/// sf::Vertex(sf::Vector2f( 0, 100), sf::Color::Red, sf::Vector2f( 0, 10)),
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/// sf::Vertex(sf::Vector2f(100, 100), sf::Color::Red, sf::Vector2f(10, 10)),
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/// sf::Vertex(sf::Vector2f( 0, 0), sf::Color::Red, sf::Vector2f( 0, 0)),
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/// sf::Vertex(sf::Vector2f(100, 100), sf::Color::Red, sf::Vector2f(10, 10)),
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/// sf::Vertex(sf::Vector2f(100, 0), sf::Color::Red, sf::Vector2f(10, 0))
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/// };
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///
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/// // draw it
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/// window.draw(vertices, 4, sf::Quads);
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/// window.draw(vertices, 6, sf::Triangles);
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/// \endcode
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///
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/// Note: although texture coordinates are supposed to be an integer
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@ -144,7 +144,6 @@ public:
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/// \li As points
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/// \li As lines
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/// \li As triangles
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/// \li As quads
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/// The default primitive type is sf::Points.
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///
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/// \param type Type of primitive
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@ -42,14 +42,6 @@
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#include <unordered_map>
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// GL_QUADS is unavailable on OpenGL ES, thus we need to define GL_QUADS ourselves
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#ifndef GL_QUADS
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#define GL_QUADS 0
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#endif // GL_QUADS
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namespace
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{
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// A nested named namespace is used here to allow unity builds of SFML.
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@ -277,15 +269,6 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount,
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if (!vertices || (vertexCount == 0))
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return;
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// GL_QUADS is unavailable on OpenGL ES
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#ifdef SFML_OPENGL_ES
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if (type == Quads)
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{
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err() << "sf::Quads primitive type is not supported on OpenGL ES platforms, drawing skipped" << std::endl;
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return;
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}
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#endif
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if (RenderTargetImpl::isActive(m_id) || setActive(true))
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{
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// Check if the vertex count is low enough so that we can pre-transform them
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@ -377,15 +360,6 @@ void RenderTarget::draw(const VertexBuffer& vertexBuffer, std::size_t firstVerte
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if (!vertexCount || !vertexBuffer.getNativeHandle())
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return;
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// GL_QUADS is unavailable on OpenGL ES
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#ifdef SFML_OPENGL_ES
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if (vertexBuffer.getPrimitiveType() == Quads)
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{
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err() << "sf::Quads primitive type is not supported on OpenGL ES platforms, drawing skipped" << std::endl;
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return;
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}
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#endif
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if (RenderTargetImpl::isActive(m_id) || setActive(true))
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{
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setupDraw(false, states);
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@ -758,7 +732,7 @@ void RenderTarget::drawPrimitives(PrimitiveType type, std::size_t firstVertex, s
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{
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// Find the OpenGL primitive type
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static const GLenum modes[] = {GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES,
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GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS};
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GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN};
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GLenum mode = modes[type];
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// Draw the primitives
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