… | |
… | |
52 | } |
52 | } |
53 | |
53 | |
54 | void v2f (float x, float y) |
54 | void v2f (float x, float y) |
55 | { |
55 | { |
56 | auto &vec = append<float[2]> (); |
56 | auto &vec = append<float[2]> (); |
57 | vec[0] = x; |
57 | vec[0] = x / 2; |
58 | vec[1] = y; |
58 | vec[1] = y / 2; |
59 | } |
59 | } |
60 | |
60 | |
61 | void t2f_v3f (float u, float v, float x, float y, float z) |
61 | void t2f_v3f (float u, float v, float x, float y, float z) |
62 | { |
62 | { |
63 | auto &vec = append<float[5]> (); |
63 | auto &vec = append<float[5]> (); |
… | |
… | |
126 | //glUnlockArraysEXT (); |
126 | //glUnlockArraysEXT (); |
127 | } |
127 | } |
128 | else |
128 | else |
129 | { |
129 | { |
130 | // optimised character quad storage. slower but nice on memory. |
130 | // optimised character quad storage. slower but nice on memory. |
131 | // reduces storage requirements from 80 bytes/char to 6-8 |
131 | // reduces storage requirements from 80 bytes/char to 8 |
132 | auto *c = (glyph_data *) arr.data (); |
132 | auto *c = (glyph_data *) arr.data (); |
133 | auto *e = (glyph_data *)(arr.data () + arr.size ()); |
133 | auto *e = (glyph_data *)(arr.data () + arr.size ()); |
134 | |
134 | |
135 | glBegin (key.mode); // practically must be quads |
135 | glBegin (key.mode); // practically must be quads |
136 | |
136 | |