mirror of https://github.com/axmolengine/axmol.git
commit
afaea360fd
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@ -1693,10 +1693,14 @@ const Mat4& Node::getNodeToParentTransform() const
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// If skew is needed, apply skew and then anchor point
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if (needsSkewMatrix)
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{
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Mat4 skewMatrix(1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
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float skewMatArray[16] =
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{
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1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
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(float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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0, 0, 0, 1
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};
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Mat4 skewMatrix(skewMatArray);
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_transform = _transform * skewMatrix;
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@ -86,7 +86,7 @@ bool Primitive::init(VertexData* verts, IndexBuffer* indices, int type)
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void Primitive::draw()
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{
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if(_verts && _indices)
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if(_verts)
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{
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_verts->use();
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if(_indices!= nullptr)
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@ -98,7 +98,7 @@ void Primitive::draw()
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}
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else
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{
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glDrawArrays((GLenum)_type, _count, _start);
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glDrawArrays((GLenum)_type, _start, _count);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -625,9 +625,9 @@ void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads, ssize_t start)
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// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
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// option 3: orphaning + glMapBuffer
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (numberOfQuads-start), nullptr, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, nullptr, GL_DYNAMIC_DRAW);
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void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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memcpy(buf, _quads, sizeof(_quads[0])* (numberOfQuads-start));
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memcpy(buf, _quads, sizeof(_quads[0])* _totalQuads);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -661,7 +661,7 @@ void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads, ssize_t start)
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// XXX: update is done in draw... perhaps it should be done in a timer
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if (_dirty)
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{
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * numberOfQuads , &_quads[start] );
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0]) * _totalQuads , &_quads[0] );
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_dirty = false;
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}
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