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synced 2024-11-10 04:57:26 +01:00
Bug fix (#85): The limit of the size of vertices was wrong
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@ -92,7 +92,7 @@ func (s Sprites) Src(i int) (x0, y0, x1, y1 int) {
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return s[i].Src()
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return s[i].Src()
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}
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}
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var sprites = make(Sprites, 2500)
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var sprites = make(Sprites, 10000)
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func update(screen *ebiten.Image) error {
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func update(screen *ebiten.Image) error {
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sprites.Update()
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sprites.Update()
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@ -58,9 +58,7 @@ func DrawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4
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if quads.Len() == 0 {
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if quads.Len() == 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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// TODO: Change this panic if image.DrawImage allows more than quadsMaxNum parts.
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if quadsMaxNum < quads.Len() {
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// TODO: Kinder message
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if quadsMaxNum < 4*quads.Len() {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
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}
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}
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@ -23,7 +23,7 @@ var (
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programRect opengl.Program
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programRect opengl.Program
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)
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)
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const quadsMaxNum = 10000
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const quadsMaxNum = 65536 / 6
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func initialize(c *opengl.Context) error {
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func initialize(c *opengl.Context) error {
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const uint16Size = 2
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const uint16Size = 2
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@ -63,7 +63,8 @@ func initialize(c *opengl.Context) error {
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}
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}
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const stride = 4 * 4
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const stride = 4 * 4
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c.NewBuffer(c.ArrayBuffer, stride*quadsMaxNum, c.DynamicDraw)
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const float32Size = 4
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c.NewBuffer(c.ArrayBuffer, float32Size*stride*quadsMaxNum, c.DynamicDraw)
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indices := make([]uint16, 6*quadsMaxNum)
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indices := make([]uint16, 6*quadsMaxNum)
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for i := uint16(0); i < quadsMaxNum; i++ {
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for i := uint16(0); i < quadsMaxNum; i++ {
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@ -267,7 +267,6 @@ func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsageTyp
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func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
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func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
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gl := c.gl
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gl := c.gl
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const float32Size = 4
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gl.BufferSubData(int(bufferType), 0, data)
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gl.BufferSubData(int(bufferType), 0, data)
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}
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}
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