mirror of https://github.com/axmolengine/axmol.git
Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into develop_fix
This commit is contained in:
commit
2f1f09d5bf
3
AUTHORS
3
AUTHORS
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@ -820,6 +820,9 @@ Developers:
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ololomax
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Fixed a potential crash in SceneReader::createNodeWithSceneFile
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gaoxiaosong
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Fixed a warning in cpCollision.c
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Retired Core Developers:
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WenSheng Yang
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@ -31,7 +31,7 @@ NS_CC_BEGIN
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const char* cocos2dVersion()
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{
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return "3.0-rc1";
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return "3.0";
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}
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NS_CC_END
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@ -38,11 +38,8 @@ static void convertIntToByteArray(int value, int* output)
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QuadCommand::QuadCommand()
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:_materialID(0)
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,_textureID(0)
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,_lastTextureID(0)
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,_shader(nullptr)
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,_lastShader(nullptr)
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,_blendType(BlendFunc::DISABLE)
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,_lastBlendType(BlendFunc::DISABLE)
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,_quads(nullptr)
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,_quadsCount(0)
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{
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@ -53,21 +50,18 @@ void QuadCommand::init(float globalOrder, GLuint textureID, GLProgram* shader, B
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{
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_globalOrder = globalOrder;
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_textureID = textureID;
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_blendType = blendType;
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_shader = shader;
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_quadsCount = quadCount;
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_quads = quad;
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_mv = mv;
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if( _textureID != _lastTextureID || _blendType.src != _lastBlendType.src || _blendType.dst != _lastBlendType.dst || _shader != _lastShader) {
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if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst || _shader != shader) {
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_textureID = textureID;
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_blendType = blendType;
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_shader = shader;
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generateMaterialID();
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_lastShader = _shader;
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_lastBlendType = _blendType;
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_lastTextureID = _textureID;
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}
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}
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@ -73,13 +73,10 @@ protected:
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uint32_t _materialID;
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GLuint _textureID;
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GLuint _lastTextureID;
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GLProgram* _shader;
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GLProgram* _lastShader;
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BlendFunc _blendType;
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BlendFunc _lastBlendType;
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V3F_C4B_T2F_Quad* _quads;
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ssize_t _quadsCount;
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@ -261,7 +261,8 @@ int Renderer::createRenderQueue()
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void Renderer::visitRenderQueue(const RenderQueue& queue)
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{
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ssize_t size = queue.size();
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for (auto index = 0; index < size; ++index)
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for (ssize_t index = 0; index < size; ++index)
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{
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auto command = queue[index];
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auto commandType = command->getType();
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@ -241,9 +241,9 @@ ClosestPointsNew(const struct MinkowskiPoint v0, const struct MinkowskiPoint v1)
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return points;
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} else {
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cpFloat d2 = cpvlength(p);
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cpVect n = cpvmult(p, 1.0f/(d2 + CPFLOAT_MIN));
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cpVect n2 = cpvmult(p, 1.0f/(d2 + CPFLOAT_MIN));
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struct ClosestPoints points = {pa, pb, n, d2, id};
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struct ClosestPoints points = {pa, pb, n2, d2, id};
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return points;
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}
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}
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