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graphics: Avoid using append
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@ -33,7 +33,7 @@ type Matrix interface {
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Element(i, j int) float64
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Element(i, j int) float64
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}
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}
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var vertices = make([]int16, 0, 4*8*quadsMaxNum)
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var vertices = make([]int16, 16*quadsMaxNum)
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var shadersInitialized = false
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var shadersInitialized = false
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@ -66,26 +66,30 @@ func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4
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p.begin()
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p.begin()
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defer p.end()
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defer p.end()
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vertices := vertices[0:0]
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num := 0
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for i := 0; i < quads.Len(); i++ {
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for i := 0; i < quads.Len(); i++ {
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x0, y0, x1, y1 := quads.Vertex(i)
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x0, y0, x1, y1 := quads.Vertex(i)
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u0, v0, u1, v1 := quads.Texture(i)
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u0, v0, u1, v1 := quads.Texture(i)
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if x0 == x1 || y0 == y1 || u0 == u1 || v0 == v1 {
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vertices[16*i] = int16(x0)
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continue
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vertices[16*i+1] = int16(y0)
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}
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vertices[16*i+2] = int16(u0)
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vertices = append(vertices,
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vertices[16*i+3] = int16(v0)
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int16(x0), int16(y0), int16(u0), int16(v0),
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vertices[16*i+4] = int16(x1)
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int16(x1), int16(y0), int16(u1), int16(v0),
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vertices[16*i+5] = int16(y0)
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int16(x0), int16(y1), int16(u0), int16(v1),
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vertices[16*i+6] = int16(u1)
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int16(x1), int16(y1), int16(u1), int16(v1),
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vertices[16*i+7] = int16(v0)
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)
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vertices[16*i+8] = int16(x0)
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num++
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vertices[16*i+9] = int16(y1)
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vertices[16*i+10] = int16(u0)
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vertices[16*i+11] = int16(v1)
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vertices[16*i+12] = int16(x1)
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vertices[16*i+13] = int16(y1)
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vertices[16*i+14] = int16(u1)
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vertices[16*i+15] = int16(v1)
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}
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}
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if len(vertices) == 0 {
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if len(vertices) == 0 {
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return nil
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return nil
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}
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}
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c.BufferSubData(c.ArrayBuffer, vertices)
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c.BufferSubData(c.ArrayBuffer, vertices[:16*quads.Len()])
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c.DrawElements(c.Triangles, 6*num)
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c.DrawElements(c.Triangles, 6*quads.Len())
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return nil
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return nil
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}
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}
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