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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-13 17:47:12 -04:00
Slightly optimise rendering
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@ -98,6 +98,8 @@ void Gfx_EndFrame(void) {
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/*########################################################################################################################*
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*---------------------------------------------------------Textures--------------------------------------------------------*
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*#########################################################################################################################*/
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static int tex_width, tex_height;
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static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
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vramSetBankA(VRAM_A_TEXTURE);
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@ -130,7 +132,12 @@ static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8
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}
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void Gfx_BindTexture(GfxResourceID texId) {
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glBindTexture(0, (int)texId);
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glBindTexture(0, (int)texId);
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tex_width = 0;
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tex_height = 0;
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glGetInt(GL_GET_TEXTURE_WIDTH, &tex_width);
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glGetInt(GL_GET_TEXTURE_HEIGHT, &tex_height);
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}
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void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
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@ -459,7 +466,7 @@ void Gfx_DrawVb_Lines(int verticesCount) {
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static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
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glBegin(GL_QUADS);
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GFX_BEGIN = GL_QUADS;
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for (int i = 0; i < verticesCount; i++)
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{
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struct DSColouredVertex* v = (struct DSColouredVertex*)gfx_vertices + startVertex + i;
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@ -468,14 +475,12 @@ static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
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GFX_VERTEX16 = v->xy;
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GFX_VERTEX16 = v->z;
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}
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glEnd();
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GFX_END = 0;
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}
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static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
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glBegin(GL_QUADS);
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int width = 0, height = 0;
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glGetInt(GL_GET_TEXTURE_WIDTH, &width);
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glGetInt(GL_GET_TEXTURE_HEIGHT, &height);
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GFX_BEGIN = GL_QUADS;
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int width = tex_width, height = tex_height;
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// Original code used was
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// U = mulf32(v->u, inttof32(width))
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@ -496,7 +501,7 @@ static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
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GFX_VERTEX16 = v->xy;
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GFX_VERTEX16 = v->z;
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}
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glEnd();
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GFX_END = 0;
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}
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void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
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