namespace Msp {
namespace GLtk {
-Graphic::Graphic():
- texture(0),
- repeat(false)
-{ }
-
void Graphic::build(unsigned wd, unsigned ht, GL::PrimitiveBuilder &bld) const
{
vector<float> x, y;
create_texcoords(slice.x, slice.x+slice.w, border.left, border.right, texture->get_width(), u);
create_texcoords(slice.y, slice.y+slice.h, border.bottom, border.top, texture->get_height(), v);
- unsigned xmin = border.left ? 0 : 1;
- unsigned xmax = x.size()-(border.right ? 2 : 3);
- unsigned ymin = border.bottom ? 0 : 1;
- unsigned ymax = y.size()-(border.top ? 2 : 3);
+ size_t xmin = border.left ? 0 : 1;
+ size_t xmax = x.size()-(border.right ? 2 : 3);
+ size_t ymin = border.bottom ? 0 : 1;
+ size_t ymax = y.size()-(border.top ? 2 : 3);
bld.color(1.0f, 1.0f, 1.0f);
- bld.begin(GL::QUADS);
- for(unsigned i=ymin; i<=ymax; ++i)
+ for(size_t i=ymin; i<=ymax; ++i)
{
- unsigned i2 = (i==0 ? 0 : i==y.size()-2 ? 2 : 1);
- for(unsigned j=xmin; j<=xmax; ++j)
+ size_t i2 = (i==0 ? 0 : i==y.size()-2 ? 2 : 1);
+ for(size_t j=xmin; j<=xmax; ++j)
{
- unsigned j2 = (j==0 ? 0 : j==x.size()-2 ? 2 : 1);
- bld.texcoord(u[j2], v[i2]);
- bld.vertex(x[j], y[i]);
- bld.texcoord(u[j2+1], v[i2]);
- bld.vertex(x[j+1], y[i]);
+ size_t j2 = (j==0 ? 0 : j==x.size()-2 ? 2 : 1);
+ if(j==xmin || (j>1 && j<x.size()-2))
+ {
+ if(j>xmin)
+ bld.end();
+ bld.begin(GL::TRIANGLE_STRIP);
+ bld.texcoord(u[j2], v[i2+1]);
+ bld.vertex(x[j], y[i+1]);
+ bld.texcoord(u[j2], v[i2]);
+ bld.vertex(x[j], y[i]);
+ }
bld.texcoord(u[j2+1], v[i2+1]);
bld.vertex(x[j+1], y[i+1]);
- bld.texcoord(u[j2], v[i2+1]);
- bld.vertex(x[j], y[i+1]);
+ bld.texcoord(u[j2+1], v[i2]);
+ bld.vertex(x[j+1], y[i]);
}
+ bld.end();
}
- bld.end();
}
void Graphic::create_coords(float low, float high, float brd1, float brd2, float block, vector<float> &coords) const