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@@ -34,12 +34,6 @@ type Texture2D struct {
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data interface{} // array with texture data
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data interface{} // array with texture data
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uTexture gls.Uniform1i // Texture unit uniform
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uTexture gls.Uniform1i // Texture unit uniform
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uTexinfo gls.UniformMatrix3f // uniform 3x3 array with texture info
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uTexinfo gls.UniformMatrix3f // uniform 3x3 array with texture info
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-
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- //uTexture gls.Uniform1i // Texture unit uniform
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- //uFlipY gls.Uniform1i // Flip Y coordinate flag uniform
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- //uVisible gls.Uniform1i // Texture visible uniform
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- //uOffset gls.Uniform2f // Texture offset uniform
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- //uRepeat gls.Uniform2f // Texture repeat uniform
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}
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}
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const (
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const (
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@@ -75,15 +69,6 @@ func newTexture2D() *Texture2D {
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t.uTexinfo.Set(iFlipY, 1)
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t.uTexinfo.Set(iFlipY, 1)
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t.uTexinfo.Set(iVisible, 1)
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t.uTexinfo.Set(iVisible, 1)
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- //t.uFlipY.Init("MatTexFlipY")
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- //t.uVisible.Init("MatTexVisible")
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- //t.uOffset.Init("MatTexOffset")
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- //t.uRepeat.Init("MatTexRepeat")
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- //t.uRepeat.Set(1, 1)
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- //t.uOffset.Set(0, 0)
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- //t.uVisible.Set(1)
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- //t.uFlipY.Set(1)
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-
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return t
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return t
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}
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}
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@@ -238,14 +223,12 @@ func (t *Texture2D) SetRepeat(x, y float32) {
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t.uTexinfo.Set(iRepeatX, x)
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t.uTexinfo.Set(iRepeatX, x)
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t.uTexinfo.Set(iRepeatY, y)
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t.uTexinfo.Set(iRepeatY, y)
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- //t.uRepeat.Set(x, y)
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}
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}
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// Repeat returns the current X and Y repeat factors
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// Repeat returns the current X and Y repeat factors
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func (t *Texture2D) Repeat() (float32, float32) {
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func (t *Texture2D) Repeat() (float32, float32) {
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return t.uTexinfo.Get(iRepeatX), t.uTexinfo.Get(iRepeatY)
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return t.uTexinfo.Get(iRepeatX), t.uTexinfo.Get(iRepeatY)
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- //return t.uRepeat.Get()
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}
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}
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// SetOffset sets the offset factor
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// SetOffset sets the offset factor
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@@ -253,14 +236,12 @@ func (t *Texture2D) SetOffset(x, y float32) {
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t.uTexinfo.Set(iOffsetX, x)
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t.uTexinfo.Set(iOffsetX, x)
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t.uTexinfo.Set(iOffsetY, y)
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t.uTexinfo.Set(iOffsetY, y)
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- //t.uOffset.Set(x, y)
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}
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}
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// Offset returns the current X and Y offset factors
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// Offset returns the current X and Y offset factors
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func (t *Texture2D) Offset() (float32, float32) {
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func (t *Texture2D) Offset() (float32, float32) {
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return t.uTexinfo.Get(iOffsetX), t.uTexinfo.Get(iOffsetY)
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return t.uTexinfo.Get(iOffsetX), t.uTexinfo.Get(iOffsetY)
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- //return t.uOffset.Get()
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}
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}
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// SetFlipY set the state for flipping the Y coordinate
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// SetFlipY set the state for flipping the Y coordinate
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@@ -268,10 +249,8 @@ func (t *Texture2D) SetFlipY(state bool) {
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if state {
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if state {
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t.uTexinfo.Set(iFlipY, 1)
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t.uTexinfo.Set(iFlipY, 1)
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- //t.uFlipY.Set(1)
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} else {
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} else {
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t.uTexinfo.Set(iFlipY, 0)
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t.uTexinfo.Set(iFlipY, 0)
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- //t.uFlipY.Set(0)
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}
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}
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}
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}
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@@ -363,11 +342,4 @@ func (t *Texture2D) RenderSetup(gs *gls.GLS, idx int) {
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t.uTexture.Set(int32(idx))
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t.uTexture.Set(int32(idx))
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t.uTexture.TransferIdx(gs, idx)
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t.uTexture.TransferIdx(gs, idx)
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t.uTexinfo.TransferIdx(gs, idx)
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t.uTexinfo.TransferIdx(gs, idx)
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-
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- // t.uTexture.Set(int32(idx))
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- // t.uTexture.TransferIdx(gs, idx)
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- // t.uFlipY.TransferIdx(gs, idx)
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- // t.uVisible.TransferIdx(gs, idx)
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- // t.uOffset.TransferIdx(gs, idx)
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- // t.uRepeat.TransferIdx(gs, idx)
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}
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}
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