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@@ -155,8 +155,6 @@ static void flush()
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#define SINGLE_COLOR_PER_TEXTURE 1
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#define USE_GL_DRAW_TEX 1
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#define GL_DRAW_TEX_SWAP_UP_DOWN 1
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#define GL_DRAW_TEX_SWAP_UP_DOWN_TEX 1
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#define TEXTURE_OUT_OF_SCREEN_CHECK 1 // Some GLES renderers seems to not have this check
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#ifdef TEXTURE_OUT_OF_SCREEN_CHECK
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@@ -201,8 +199,6 @@ static void flush()
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( vertices[i * 4 + 0].color.a + vertices[i * 4 + 1].color.a +
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vertices[i * 4 + 2].color.a + vertices[i * 4 + 3].color.a ) / 4.0f,
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};
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// Android GL implemetation seems to have swapped R and B color channels, fascinating isn't it?
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// I wonder how the texturing works without hacks
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glColor4f(texcolor.r, texcolor.g, texcolor.b, texcolor.a);
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#endif
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@@ -224,55 +220,19 @@ static void flush()
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*/
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GLfloat cropRect[4] = {
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vertices[i * 4].tex.u * textures[active_texture].w,
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#ifdef GL_DRAW_TEX_SWAP_UP_DOWN_TEX
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vertices[i * 4 + 2].tex.v * textures[active_texture].h,
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#else
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vertices[i * 4].tex.v * textures[active_texture].h,
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#endif
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(vertices[i * 4 + 2].tex.u - vertices[i * 4].tex.u) * textures[active_texture].w,
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#ifdef GL_DRAW_TEX_SWAP_UP_DOWN_TEX
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-
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#endif
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(vertices[i * 4 + 2].tex.v - vertices[i * 4].tex.v) * textures[active_texture].h
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-(vertices[i * 4 + 2].tex.v - vertices[i * 4].tex.v) * textures[active_texture].h
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};
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float aspectX = screen_width / (screen_x1 - screen_x0);
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float aspectY = screen_height / (screen_y1 - screen_y0);
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/*
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GLint texid = 0;
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glGetIntegerv( GL_TEXTURE_BINDING_2D, &texid );
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if( texid != textures[active_texture].tex )
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dbg_msg("glDrawTexfOES", "active_texture %d tex %d != real tex %d", active_texture, textures[active_texture].tex, texid);
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*/
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
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glDrawTexfOES( (vertices[i * 4].pos.x - screen_x0) * aspectX,
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#ifdef GL_DRAW_TEX_SWAP_UP_DOWN
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(screen_y1 - vertices[i * 4 + 2].pos.y) * aspectY,
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#else
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(vertices[i * 4].pos.y - screen_y0) * aspectY,
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#endif
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(screen_y1 - vertices[i * 4 + 2].pos.y) * aspectY, // Up and down are swapped for glDrawTex()
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0,
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(vertices[i * 4 + 2].pos.x - vertices[i * 4].pos.x) * aspectX,
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(vertices[i * 4 + 2].pos.y - vertices[i * 4].pos.y) * aspectY );
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/*
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dbg_msg("glDrawTexfOES", "tex %d screen %fx%f:%fx%f tex UV %fx%f:%fx%f dest rect %fx%f:%fx%f",
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(int)active_texture,
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(float)screen_x0, (float)screen_y0, (float)screen_x1, (float)screen_y1,
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(float)vertices[i * 4].tex.u, (float)vertices[i * 4].tex.v,
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(float)vertices[i * 4 + 2].tex.u, (float)vertices[i * 4 + 2].tex.v,
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(float)vertices[i * 4].pos.x, (float)vertices[i * 4].pos.y,
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(float)vertices[i * 4 + 2].pos.x, (float)vertices[i * 4 + 2].pos.y);
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dbg_msg("glDrawTexfOES", "crop rect %fx%f:%fx%f screen rect %fx%f:%fx%f tex WH %dx%d",
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cropRect[0], cropRect[1], cropRect[2], cropRect[3],
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(vertices[i * 4].pos.x - screen_x0) * aspectX,
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(vertices[i * 4].pos.y - screen_y0) * aspectY, 0,
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(vertices[i * 4 + 2].pos.x - vertices[i * 4].pos.x) * aspectX,
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(vertices[i * 4 + 2].pos.y - vertices[i * 4].pos.y) * aspectY,
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(int)textures[active_texture].w, (int)textures[active_texture].h );
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*/
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}
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else
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#endif
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@@ -294,7 +254,7 @@ static void flush()
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}
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#else
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// We're on acceptable hardware, not Android, just draw the texture wthout hacks
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// We're on acceptable hardware, not Android, just draw the texture without speed hacks
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glVertexPointer(3, GL_FLOAT,
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@@ -873,7 +833,6 @@ int gfx_load_texture_raw(int w, int h, int format, const void *data, int store_f
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textures[tex].h = h;
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active_texture = tex;
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/* calculate memory usage */
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{
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int pixel_size = 4;
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