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vector: Rename AppendVerticesAndIndices to AppendVerticesAndIndicesForFilling
Updates #844
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@ -112,7 +112,7 @@ func drawEbitenText(screen *ebiten.Image) {
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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}
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vs, is := path.AppendVerticesAndIndices(nil, nil)
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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@ -152,7 +152,7 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int) {
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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}
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vs, is := path.AppendVerticesAndIndices(nil, nil)
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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@ -195,7 +195,7 @@ func drawWave(screen *ebiten.Image, counter int) {
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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}
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vs, is := path.AppendVerticesAndIndices(nil, nil)
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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@ -127,15 +127,15 @@ func (p *Path) cubicTo(x1, y1, x2, y2, x3, y3 float32, level int) {
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p.cubicTo(x123, y123, x23, y23, x3, y3, level+1)
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}
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// AppendVerticesAndIndices appends vertices and indices for this path and returns them.
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// AppendVerticesAndIndices works in a similar way to the built-in append function.
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// AppendVerticesAndIndicesForFilling appends vertices and indices to fill this path and returns them.
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// AppendVerticesAndIndicesForFilling works in a similar way to the built-in append function.
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// If the arguments are nils, AppendVerticesAndIndices returns new slices.
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//
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// The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1.
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//
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// The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with EvenOdd option
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// in order to render a complex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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func (p *Path) AppendVerticesAndIndices(vertices []ebiten.Vertex, indices []uint16) ([]ebiten.Vertex, []uint16) {
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func (p *Path) AppendVerticesAndIndicesForFilling(vertices []ebiten.Vertex, indices []uint16) ([]ebiten.Vertex, []uint16) {
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// TODO: Add tests.
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var base uint16
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