textures.h: cleanup, writeup for unfurl_billboard()
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@ -14,7 +14,6 @@ struct texture {
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SDL_Surface *data; /* original image data */
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SDL_Surface *data; /* original image data */
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int atlas_index;
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int atlas_index;
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GLuint loner_texture; /* stored directly for loners, == 0 means atlas_index should be used*/
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GLuint loner_texture; /* stored directly for loners, == 0 means atlas_index should be used*/
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int8_t layer;
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};
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};
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@ -39,7 +39,6 @@ void push_circle(t_fvec2 position, float radius, t_color color);
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/* vertices are in absolute coordinates, relative to world origin */
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/* vertices are in absolute coordinates, relative to world origin */
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/* texture coordinates are in pixels */
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/* texture coordinates are in pixels */
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void unfurl_triangle(const char *path,
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void unfurl_triangle(const char *path,
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/* */
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t_fvec3 v0,
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t_fvec3 v0,
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t_fvec3 v1,
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t_fvec3 v1,
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t_fvec3 v2,
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t_fvec3 v2,
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@ -47,7 +46,6 @@ void unfurl_triangle(const char *path,
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t_shvec2 uv1,
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t_shvec2 uv1,
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t_shvec2 uv2);
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t_shvec2 uv2);
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/* TODO: */
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/* pushes a colored textured 3d triangle onto the render queue */
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/* pushes a colored textured 3d triangle onto the render queue */
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// void unfurl_colored_triangle(const char *path,
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// void unfurl_colored_triangle(const char *path,
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// t_fvec3 v0,
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// t_fvec3 v0,
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@ -60,8 +58,12 @@ void unfurl_triangle(const char *path,
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// t_color c1,
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// t_color c1,
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// t_color c2);
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// t_color c2);
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/* TODO: billboarding */
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// TODO:
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// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2
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// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2
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// void unfurl_billboard(const char *path,
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// t_fvec3 position,
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// t_fvec2 scaling,
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// t_frect uvs);
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/* renders the background, then the primitives in all render queues */
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/* renders the background, then the primitives in all render queues */
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void render(void);
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void render(void);
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