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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Added Line batch rendering
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@@ -333,8 +333,8 @@ namespace GlitchyEngine.Renderer.Text
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Renderer2D.Flush();
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// TODO: this is very not good!
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var lastEffect = Renderer2D.[Friend]s_currentEffect;
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Renderer2D.[Friend]s_currentEffect = _msdfEffect..AddRef();
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var lastEffect = Renderer2D.[Friend]s_currentQuadEffect;
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Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect..AddRef();
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// TODO: oh no....
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// Copy viewProjection from current effect
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Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
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@@ -410,7 +410,7 @@ namespace GlitchyEngine.Renderer.Text
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// TODO: not good!
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// Change back effect
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_msdfEffect.ReleaseRef();
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Renderer2D.[Friend]s_currentEffect = lastEffect;
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Renderer2D.[Friend]s_currentQuadEffect = lastEffect;
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// release all atlas textures
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for(int i < atlasses.Count)
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@@ -439,8 +439,8 @@ namespace GlitchyEngine.Renderer.Text
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Renderer2D.Flush();
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// TODO: this is very not good!
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var lastEffect = Renderer2D.[Friend]s_currentEffect;
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Renderer2D.[Friend]s_currentEffect = _msdfEffect..AddRef();
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var lastEffect = Renderer2D.[Friend]s_currentQuadEffect;
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Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect..AddRef();
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// TODO: oh no....
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// Copy viewProjection from current effect
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Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
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@@ -664,7 +664,7 @@ namespace GlitchyEngine.Renderer.Text
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// TODO: not good!
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// Change back effect
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_msdfEffect.ReleaseRef();
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Renderer2D.[Friend]s_currentEffect = lastEffect;
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Renderer2D.[Friend]s_currentQuadEffect = lastEffect;
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// release all atlas textures
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for(int i < atlasses.Count)
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