mirror of https://github.com/libsdl-org/SDL
Renamed variables, index is the singular of indices
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@ -551,8 +551,8 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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const int num_vertices = 4 * count;
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const int num_indices = 6 * count;
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const int size_indices = 4;
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int cur_indice = 0;
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const int *rect_indice_list = renderer->rect_indice_list;
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int cur_index = 0;
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const int *rect_index_order = renderer->rect_index_order;
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for (i = 0; i < count; ++i) {
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float minx, miny, maxx, maxy;
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@ -571,13 +571,13 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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*ptr_xy++ = minx;
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*ptr_xy++ = maxy;
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*ptr_indices++ = cur_indice + rect_indice_list[0];
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*ptr_indices++ = cur_indice + rect_indice_list[1];
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*ptr_indices++ = cur_indice + rect_indice_list[2];
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*ptr_indices++ = cur_indice + rect_indice_list[3];
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*ptr_indices++ = cur_indice + rect_indice_list[4];
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*ptr_indices++ = cur_indice + rect_indice_list[5];
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cur_indice += 4;
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*ptr_indices++ = cur_index + rect_index_order[0];
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*ptr_indices++ = cur_index + rect_index_order[1];
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*ptr_indices++ = cur_index + rect_index_order[2];
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*ptr_indices++ = cur_index + rect_index_order[3];
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*ptr_indices++ = cur_index + rect_index_order[4];
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*ptr_indices++ = cur_index + rect_index_order[5];
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cur_index += 4;
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}
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retval = renderer->QueueGeometry(renderer, cmd, NULL,
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@ -1064,13 +1064,13 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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renderer->dpi_scale.y = 1.0f;
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/* Default value, if not specified by the renderer back-end */
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if (renderer->rect_indice_list[0] == 0 && renderer->rect_indice_list[1] == 0) {
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renderer->rect_indice_list[0] = 0;
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renderer->rect_indice_list[1] = 1;
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renderer->rect_indice_list[2] = 2;
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renderer->rect_indice_list[3] = 0;
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renderer->rect_indice_list[4] = 2;
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renderer->rect_indice_list[5] = 3;
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if (renderer->rect_index_order[0] == 0 && renderer->rect_index_order[1] == 0) {
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renderer->rect_index_order[0] = 0;
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renderer->rect_index_order[1] = 1;
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renderer->rect_index_order[2] = 2;
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renderer->rect_index_order[3] = 0;
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renderer->rect_index_order[4] = 2;
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renderer->rect_index_order[5] = 3;
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}
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
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@ -3125,7 +3125,7 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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int num_vertices = 4 * count;
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int num_indices = 0;
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const int size_indices = 4;
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int cur_indice = -4;
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int cur_index = -4;
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const int is_looping = (points[0].x == points[count - 1].x && points[0].y == points[count - 1].y);
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SDL_FPoint p; /* previous point */
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p.x = p.y = 0.0f;
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@ -3152,9 +3152,9 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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*ptr_xy++ = q.y + scale_y;
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#define ADD_TRIANGLE(i1, i2, i3) \
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*ptr_indices++ = cur_indice + i1; \
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*ptr_indices++ = cur_indice + i2; \
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*ptr_indices++ = cur_indice + i3; \
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*ptr_indices++ = cur_index + i1; \
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*ptr_indices++ = cur_index + i2; \
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*ptr_indices++ = cur_index + i3; \
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num_indices += 3; \
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/* closed polyline, don´t draw twice the point */
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@ -3166,7 +3166,7 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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/* first point only, no segment */
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if (i == 0) {
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p = q;
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cur_indice += 4;
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cur_index += 4;
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continue;
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}
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@ -3216,7 +3216,7 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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}
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p = q;
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cur_indice += 4;
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cur_index += 4;
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}
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retval = QueueCmdGeometry(renderer, NULL,
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@ -3534,7 +3534,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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float uv[8];
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const int uv_stride = 2 * sizeof (float);
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const int num_vertices = 4;
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const int *indices = renderer->rect_indice_list;
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const int *indices = renderer->rect_index_order;
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const int num_indices = 6;
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const int size_indices = 4;
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float minu, minv, maxu, maxv;
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@ -3682,7 +3682,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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float uv[8];
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const int uv_stride = 2 * sizeof (float);
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const int num_vertices = 4;
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const int *indices = renderer->rect_indice_list;
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const int *indices = renderer->rect_index_order;
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const int num_indices = 6;
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const int size_indices = 4;
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float minu, minv, maxu, maxv;
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@ -249,7 +249,7 @@ struct SDL_Renderer
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SDL_RenderLineMethod line_method;
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/* List of triangle indices to draw rects */
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int rect_indice_list[6];
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int rect_index_order[6];
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/* Remainder from scaled relative motion */
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float xrel;
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@ -1932,12 +1932,12 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
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#endif
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renderer->rect_indice_list[0] = 0;
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renderer->rect_indice_list[1] = 1;
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renderer->rect_indice_list[2] = 3;
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renderer->rect_indice_list[3] = 1;
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renderer->rect_indice_list[4] = 3;
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renderer->rect_indice_list[5] = 2;
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renderer->rect_index_order[0] = 0;
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renderer->rect_index_order[1] = 1;
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renderer->rect_index_order[2] = 3;
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renderer->rect_index_order[3] = 1;
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renderer->rect_index_order[4] = 3;
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renderer->rect_index_order[5] = 2;
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if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
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data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
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@ -2232,12 +2232,12 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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}
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#endif
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renderer->rect_indice_list[0] = 0;
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renderer->rect_indice_list[1] = 1;
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renderer->rect_indice_list[2] = 3;
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renderer->rect_indice_list[3] = 1;
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renderer->rect_indice_list[4] = 3;
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renderer->rect_indice_list[5] = 2;
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renderer->rect_index_order[0] = 0;
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renderer->rect_index_order[1] = 1;
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renderer->rect_index_order[2] = 3;
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renderer->rect_index_order[3] = 1;
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renderer->rect_index_order[4] = 3;
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renderer->rect_index_order[5] = 2;
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/* Set up parameters for rendering */
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data->glActiveTexture(GL_TEXTURE0);
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