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https://github.com/AquariaOSE/Aquaria.git
synced 2025-07-04 06:54:39 +00:00
Patch glfont to use VBO
Not really, since it's just a buffer that's rendered directly afterward since font effects have to be considered that make pre-generating the VBO impossible, but this is about as good as its gets for now. This gets rid of glVertex3f() for good.
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b90dcfeec6
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5 changed files with 76 additions and 40 deletions
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@ -86,7 +86,7 @@ GL_FUNC(void,glOrtho,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble t
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GL_FUNC(void,glTexCoord2f,(GLfloat s, GLfloat t),(s,t),)
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GL_FUNC(void,glTexCoord2f,(GLfloat s, GLfloat t),(s,t),)
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//GL_FUNC(void,glTexCoord2d,(GLdouble s, GLdouble t),(s,t),)
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//GL_FUNC(void,glTexCoord2d,(GLdouble s, GLdouble t),(s,t),)
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GL_FUNC(void,glVertex2f,(GLfloat x, GLfloat y),(x,y),)
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GL_FUNC(void,glVertex2f,(GLfloat x, GLfloat y),(x,y),)
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GL_FUNC(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z),(x,y,z),)
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//GL_FUNC(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z),(x,y,z),)
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GL_FUNC(void,glReadBuffer,(GLenum mode),(mode),)
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GL_FUNC(void,glReadBuffer,(GLenum mode),(mode),)
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GL_FUNC(void,glDrawBuffer,(GLenum mode),(mode),)
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GL_FUNC(void,glDrawBuffer,(GLenum mode),(mode),)
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@ -21,6 +21,8 @@ static unsigned toGlUsage(unsigned usage)
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{
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{
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if(usage & GPUBUF_STATIC)
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if(usage & GPUBUF_STATIC)
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return GL_STATIC_DRAW_ARB;
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return GL_STATIC_DRAW_ARB;
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if(usage & GPUBUF_STREAM)
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return GL_STREAM_DRAW_ARB;
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return GL_DYNAMIC_DRAW;
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return GL_DYNAMIC_DRAW;
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}
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}
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@ -13,7 +13,8 @@ enum BufUsage
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GPUBUF_BINDING_MASK = 0x01,
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GPUBUF_BINDING_MASK = 0x01,
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// usage
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// usage
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GPUBUF_DYNAMIC = 0x00,
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GPUBUF_DYNAMIC = 0x00,
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GPUBUF_STATIC = 0x10
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GPUBUF_STATIC = 0x10,
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GPUBUF_STREAM = 0x20,
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};
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};
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enum BufDataType
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enum BufDataType
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@ -25,10 +25,12 @@ using namespace std;
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#include "glfont2.h"
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#include "glfont2.h"
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using namespace glfont;
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using namespace glfont;
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//*******************************************************************
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//*******************************************************************
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//GLFont Class Implementation
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//GLFont Class Implementation
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//*******************************************************************
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//*******************************************************************
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GLFont::GLFont ()
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GLFont::GLFont ()
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: vbo(GPUBUF_STREAM | GPUBUF_VERTEXBUF)
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{
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{
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//Initialize header to safe state
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//Initialize header to safe state
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header.tex = -1;
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header.tex = -1;
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@ -10,6 +10,11 @@
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#include <assert.h>
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#include <assert.h>
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// HACK: use engine functions because i can't be bothered to
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// write pure opengl functions anymore until this all gets ripped
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// out anyway
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#include "../BBGE/VertexBuffer.h"
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//*******************************************************************
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//*******************************************************************
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//GLFont Interface
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//GLFont Interface
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//*******************************************************************
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//*******************************************************************
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@ -42,6 +47,8 @@ private:
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GLFontChar *chars;
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GLFontChar *chars;
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} header;
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} header;
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mutable DynamicGPUBuffer vbo;
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public:
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public:
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//Constructor
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//Constructor
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@ -85,54 +92,78 @@ public:
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const std::basic_string<T> &text, float scalar, float x,
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const std::basic_string<T> &text, float scalar, float x,
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float y, const float *top_color, const float *bottom_color, float alpha, float lastAlpha) const
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float y, const float *top_color, const float *bottom_color, float alpha, float lastAlpha) const
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{
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{
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unsigned int i;
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const size_t sz = text.size();
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GLFontChar *glfont_char;
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const size_t bytes = sz * 4 * (2+2+4) * sizeof(float);
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float width, height;
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//Begin rendering quads
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const float tw = header.tex_width * scalar;
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glBegin(GL_QUADS);
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const float th = header.tex_height * scalar;
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unsigned int sz = text.size();
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do
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{
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float *p = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC_RGBA, bytes, GPUACCESS_DEFAULT);
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float a = 0;
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for(size_t i = 0; i < text.size(); ++i)
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//Loop through characters
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for (i = 0; i < sz; i++)
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{
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{
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//Make sure character is in range
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//Make sure character is in range
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unsigned int c = (unsigned int)text[i];
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unsigned int c = (unsigned int)text[i];
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if (c < header.start_char || c > header.end_char)
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if (c < header.start_char || c > header.end_char)
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continue;
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continue;
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//Get pointer to glFont character
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const GLFontChar &fc = header.chars[c - header.start_char];
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glfont_char = &header.chars[c - header.start_char];
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//Get width and height
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const float width = fc.dx * tw;
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width = (glfont_char->dx * header.tex_width) * scalar;
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const float height = fc.dy * th;
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height = (glfont_char->dy * header.tex_height) * scalar;
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float a = alpha;
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if (i == (sz-1))
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if (i == (sz-1))
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a = alpha*lastAlpha;
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a *= lastAlpha;
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else
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a = alpha;
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//Specify colors, vertices, and texture coordinates
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*p++ = x; // x
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glColor4f(top_color[0], top_color[1], top_color[2], a);
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*p++ = y; // y
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glTexCoord2f(glfont_char->tx1, glfont_char->ty1);
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*p++ = fc.tx1; // u
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glVertex3f(x, y, 0.0F);
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*p++ = fc.ty1; // v
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glTexCoord2f(glfont_char->tx2, glfont_char->ty1);
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*p++ = top_color[0];
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glVertex3f(x + width, y, 0.0F);
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*p++ = top_color[1];
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glColor4f(bottom_color[0], bottom_color[1], bottom_color[2], a);
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*p++ = top_color[2];
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glTexCoord2f(glfont_char->tx2, glfont_char->ty2);
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*p++ = a;
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glVertex3f(x + width, y + height, 0.0F);
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glTexCoord2f(glfont_char->tx1, glfont_char->ty2);
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*p++ = x + width; // x
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glVertex3f(x, y + height, 0.0F);
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*p++ = y; // y
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*p++ = fc.tx2; // u
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*p++ = fc.ty1; // v
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*p++ = top_color[0];
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*p++ = top_color[1];
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*p++ = top_color[2];
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*p++ = a;
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*p++ = x + width; // x
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*p++ = y + height; // y
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*p++ = fc.tx2; // u
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*p++ = fc.ty2; // v
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*p++ = bottom_color[0];
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*p++ = bottom_color[1];
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*p++ = bottom_color[2];
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*p++ = a;
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*p++ = x; // x
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*p++ = y + height; // y
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*p++ = fc.tx1; // u
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*p++ = fc.ty2; // v
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*p++ = bottom_color[0];
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*p++ = bottom_color[1];
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*p++ = bottom_color[2];
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*p++ = a;
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//Move to next character
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x += width;
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x += width;
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}
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}
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}
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while(!vbo.commitWrite());
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//Stop rendering quads
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vbo.apply();
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glEnd();
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size_t last = sz * 4;
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for(size_t i = 0; i < last; i += 4)
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glDrawArrays(GL_TRIANGLE_FAN, i, 4);
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}
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}
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};
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};
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