func drawQuad(srcwidth, destwidth, srcheight, destheight float32) { gl.Begin(gl.QUADS) gl.TexCoord2i(0, 0) gl.Vertex2f(-1, -1) gl.TexCoord2i(int(srcwidth), 0) gl.Vertex2f(-1+destwidth, -1) gl.TexCoord2i(int(srcwidth), int(srcheight)) gl.Vertex2f(-1+destwidth, -1+destheight) gl.TexCoord2i(0, int(srcheight)) gl.Vertex2f(-1, -1+destheight) gl.End() }
func (t *Texture) PreloadRender() { t.Bind() gl.Begin(gl.QUADS) gl.TexCoord2f(0, 1) gl.Vertex3f(0, 0, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(0, 0, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(0, 0, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(0, 0, 1) gl.End() }
func RenderAtlas(a Atlas) { a.Bind() xratio := float32(a.Width()) / float32(a.Height()) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 1) gl.Vertex3f(-0.5, -0.5, 1) gl.TexCoord2f(1, 1) gl.Vertex3f((xratio)-0.5, -0.5, 1) gl.TexCoord2f(1, 0) gl.Vertex3f((xratio)-0.5, 0.5, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-0.5, 0.5, 1) gl.End() }
func (t *Texture) Render() { t.Bind() xratio := float32(t.width) / float32(t.height) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 1) gl.Vertex3f(-0.5, -0.5, 1) gl.TexCoord2f(1, 1) gl.Vertex3f((xratio)-0.5, -0.5, 1) gl.TexCoord2f(1, 0) gl.Vertex3f((xratio)-0.5, 0.5, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-0.5, 0.5, 1) gl.End() }