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graphics: Fix some comments to adjust 80 chars in one line
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29211238d3
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29
image.go
29
image.go
@ -201,13 +201,12 @@ func (i *Image) disposeMipmaps() {
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// DrawImage draws the given image on the image i.
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//
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// DrawImage accepts the options. For details, see the document of DrawImageOptions.
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// DrawImage accepts the options. For details, see the document of
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// DrawImageOptions.
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//
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// DrawImage determines the part to draw, then DrawImage applies the geometry matrix and the color matrix.
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//
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// For drawing, the pixels of the argument image at the time of this call is adopted.
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// Even if the argument image is mutated after this call,
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// the drawing result is never affected.
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// For drawing, the pixels of the argument image at the time of this call is
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// adopted. Even if the argument image is mutated after this call, the drawing
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// result is never affected.
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//
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// When the image i is disposed, DrawImage does nothing.
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// When the given image img is disposed, DrawImage panics.
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@ -215,18 +214,22 @@ func (i *Image) disposeMipmaps() {
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// When the given image is as same as i, DrawImage panics.
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//
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// DrawImage works more efficiently as batches
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// when the successive calls of DrawImages satisfies the below conditions:
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// when the successive calls of DrawImages satisfy the below conditions:
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//
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// * All render targets are same (A in A.DrawImage(B, op))
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// * Either all ColorM element values are same or all the ColorM have only diagonal ('scale') elements
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// * (*ColorM).Scale modifies only diagonal elements. Other ColorM functions might modify the other elements.
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// * Either all ColorM element values are same or all the ColorM have only
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// diagonal ('scale') elements
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// * (*ColorM).Scale modifies only diagonal elements. Other ColorM functions
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// might modify the other elements.
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// * All CompositeMode values are same
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// * All Filter values are same
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//
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// Even when all the above conditions are satisfied, multiple draw commands can be used in really rare cases. Ebiten
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// images usually share an internal automatic texture atlas, but when you consume the atlas, or you create a huge
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// image, those images cannot be on the same texture atlas. In this case, draw commands are separated. The texture
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// atlas size is 4096x4096 so far. Another case is when you use an offscreen as a render source. An offscreen doesn't
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// Even when all the above conditions are satisfied, multiple draw commands can
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// be used in really rare cases. Ebiten images usually share an internal
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// automatic texture atlas, but when you consume the atlas, or you create a huge
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// image, those images cannot be on the same texture atlas. In this case, draw
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// commands are separated. The texture atlas size is 4096x4096 so far. Another
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// case is when you use an offscreen as a render source. An offscreen doesn't
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// share the texture atlas with high probability.
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//
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// For more performance tips, see https://github.com/hajimehoshi/ebiten/wiki/Performance-Tips.
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