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Changed a bunch of enums so their styles match and the names indicate grouping. Image filters got GPU_FILTER_*, primitive types got GPU_TYPE_*, pixel formats got GPU_FORMAT_*, wrap modes changed a bit more and have GPU_WRAP_*, shader languages got GPU_LANGUAGE_*.

+85 -85
+1 -1
SDL_gpu/GLES_1/SDL_gpu_GLES_1.c
··· 31 31 32 32 renderer->id = request; 33 33 renderer->id.id = GPU_RENDERER_GLES_1; 34 - renderer->shader_language = GPU_NO_SHADERS; 34 + renderer->shader_language = GPU_LANGUAGE_NONE; 35 35 renderer->shader_version = 0; 36 36 37 37 renderer->current_context_target = NULL;
+1 -1
SDL_gpu/GLES_2/SDL_gpu_GLES_2.c
··· 31 31 32 32 renderer->id = request; 33 33 renderer->id.id = GPU_RENDERER_GLES_2; 34 - renderer->shader_language = GPU_GLSLES; 34 + renderer->shader_language = GPU_LANGUAGE_GLSLES; 35 35 renderer->shader_version = SDL_GPU_GLSL_VERSION; 36 36 37 37 renderer->current_context_target = NULL;
+25 -25
SDL_gpu/GL_common/SDL_gpu_GL_common.inl
··· 1559 1559 result->color = white; 1560 1560 result->use_blending = ((format == GPU_FORMAT_LUMINANCE_ALPHA || format == GPU_FORMAT_RGBA)? 1 : 0); 1561 1561 result->blend_mode = GPU_BLEND_NORMAL; 1562 - result->filter_mode = GPU_LINEAR; 1563 - result->wrap_mode_x = GPU_CLAMP_TO_EDGE; 1564 - result->wrap_mode_y = GPU_CLAMP_TO_EDGE; 1562 + result->filter_mode = GPU_FILTER_LINEAR; 1563 + result->wrap_mode_x = GPU_WRAP_NONE; 1564 + result->wrap_mode_y = GPU_WRAP_NONE; 1565 1565 1566 1566 result->data = data; 1567 1567 result->is_alias = 0; ··· 2338 2338 GPU_FilterEnum filter_mode = image->filter_mode; 2339 2339 GPU_SetColor(image, NULL); 2340 2340 GPU_SetBlending(image, 0); 2341 - GPU_SetImageFilter(image, GPU_NEAREST); 2341 + GPU_SetImageFilter(image, GPU_FILTER_NEAREST); 2342 2342 2343 2343 renderer->Blit(renderer, image, NULL, target, image->w/2, image->h/2); 2344 2344 ··· 2806 2806 Uint16 tex_w = image->texture_w; 2807 2807 Uint16 tex_h = image->texture_h; 2808 2808 2809 - if(image->filter_mode == GPU_NEAREST) 2809 + if(image->filter_mode == GPU_FILTER_NEAREST) 2810 2810 { 2811 2811 // Avoid rounding errors in texture sampling by insisting on integral pixel positions 2812 2812 x = floorf(x+0.5f); ··· 2983 2983 Uint16 tex_w = image->texture_w; 2984 2984 Uint16 tex_h = image->texture_h; 2985 2985 2986 - if(image->filter_mode == GPU_NEAREST) 2986 + if(image->filter_mode == GPU_FILTER_NEAREST) 2987 2987 { 2988 2988 // Avoid rounding errors in texture sampling by insisting on integral pixel positions 2989 2989 x = floorf(x+0.5f); ··· 3188 3188 3189 3189 static inline int sizeof_GPU_type(GPU_TypeEnum type) 3190 3190 { 3191 - if(type == GPU_DOUBLE) return sizeof(double); 3192 - if(type == GPU_FLOAT) return sizeof(float); 3193 - if(type == GPU_INT) return sizeof(int); 3194 - if(type == GPU_UNSIGNED_INT) return sizeof(unsigned int); 3195 - if(type == GPU_SHORT) return sizeof(short); 3196 - if(type == GPU_UNSIGNED_SHORT) return sizeof(unsigned short); 3197 - if(type == GPU_BYTE) return sizeof(char); 3198 - if(type == GPU_UNSIGNED_BYTE) return sizeof(unsigned char); 3191 + if(type == GPU_TYPE_DOUBLE) return sizeof(double); 3192 + if(type == GPU_TYPE_FLOAT) return sizeof(float); 3193 + if(type == GPU_TYPE_INT) return sizeof(int); 3194 + if(type == GPU_TYPE_UNSIGNED_INT) return sizeof(unsigned int); 3195 + if(type == GPU_TYPE_SHORT) return sizeof(short); 3196 + if(type == GPU_TYPE_UNSIGNED_SHORT) return sizeof(unsigned short); 3197 + if(type == GPU_TYPE_BYTE) return sizeof(char); 3198 + if(type == GPU_TYPE_UNSIGNED_BYTE) return sizeof(unsigned char); 3199 3199 return 0; 3200 3200 } 3201 3201 ··· 3839 3839 3840 3840 switch(filter) 3841 3841 { 3842 - case GPU_NEAREST: 3842 + case GPU_FILTER_NEAREST: 3843 3843 minFilter = GL_NEAREST; 3844 3844 magFilter = GL_NEAREST; 3845 3845 break; 3846 - case GPU_LINEAR: 3846 + case GPU_FILTER_LINEAR: 3847 3847 if(image->has_mipmaps) 3848 3848 minFilter = GL_LINEAR_MIPMAP_NEAREST; 3849 3849 else ··· 3851 3851 3852 3852 magFilter = GL_LINEAR; 3853 3853 break; 3854 - case GPU_LINEAR_MIPMAP: 3854 + case GPU_FILTER_LINEAR_MIPMAP: 3855 3855 if(image->has_mipmaps) 3856 3856 minFilter = GL_LINEAR_MIPMAP_LINEAR; 3857 3857 else ··· 3890 3890 3891 3891 switch(wrap_mode_x) 3892 3892 { 3893 - case GPU_CLAMP_TO_EDGE: 3893 + case GPU_WRAP_NONE: 3894 3894 wrap_x = GL_CLAMP_TO_EDGE; 3895 3895 break; 3896 - case GPU_REPEAT: 3896 + case GPU_WRAP_REPEAT: 3897 3897 wrap_x = GL_REPEAT; 3898 3898 break; 3899 - case GPU_REPEAT_MIRRORED: 3899 + case GPU_WRAP_MIRRORED: 3900 3900 if(renderer->enabled_features & GPU_FEATURE_WRAP_REPEAT_MIRRORED) 3901 3901 wrap_x = GL_MIRRORED_REPEAT; 3902 3902 else 3903 3903 { 3904 - GPU_PushErrorCode("GPU_SetWrapMode", GPU_ERROR_BACKEND_ERROR, "This renderer does not support GPU_REPEAT_MIRRORED."); 3904 + GPU_PushErrorCode("GPU_SetWrapMode", GPU_ERROR_BACKEND_ERROR, "This renderer does not support GPU_WRAP_MIRRORED."); 3905 3905 return; 3906 3906 } 3907 3907 break; ··· 3912 3912 3913 3913 switch(wrap_mode_y) 3914 3914 { 3915 - case GPU_CLAMP_TO_EDGE: 3915 + case GPU_WRAP_NONE: 3916 3916 wrap_y = GL_CLAMP_TO_EDGE; 3917 3917 break; 3918 - case GPU_REPEAT: 3918 + case GPU_WRAP_REPEAT: 3919 3919 wrap_y = GL_REPEAT; 3920 3920 break; 3921 - case GPU_REPEAT_MIRRORED: 3921 + case GPU_WRAP_MIRRORED: 3922 3922 if(renderer->enabled_features & GPU_FEATURE_WRAP_REPEAT_MIRRORED) 3923 3923 wrap_y = GL_MIRRORED_REPEAT; 3924 3924 else 3925 3925 { 3926 - GPU_PushErrorCode("GPU_SetWrapMode", GPU_ERROR_BACKEND_ERROR, "This renderer does not support GPU_REPEAT_MIRRORED."); 3926 + GPU_PushErrorCode("GPU_SetWrapMode", GPU_ERROR_BACKEND_ERROR, "This renderer does not support GPU_WRAP_MIRRORED."); 3927 3927 return; 3928 3928 } 3929 3929 break;
+1 -1
SDL_gpu/OpenGL_1/SDL_gpu_OpenGL_1.c
··· 30 30 31 31 renderer->id = request; 32 32 renderer->id.id = GPU_RENDERER_OPENGL_1; 33 - renderer->shader_language = GPU_GLSL; 33 + renderer->shader_language = GPU_LANGUAGE_GLSL; 34 34 renderer->shader_version = SDL_GPU_GLSL_VERSION; 35 35 36 36 renderer->current_context_target = NULL;
+1 -1
SDL_gpu/OpenGL_1_BASE/SDL_gpu_OpenGL_1_BASE.c
··· 31 31 32 32 renderer->id = request; 33 33 renderer->id.id = GPU_RENDERER_OPENGL_1_BASE; 34 - renderer->shader_language = GPU_NO_SHADERS; 34 + renderer->shader_language = GPU_LANGUAGE_NONE; 35 35 renderer->shader_version = 0; 36 36 37 37 renderer->current_context_target = NULL;
+1 -1
SDL_gpu/OpenGL_2/SDL_gpu_OpenGL_2.c
··· 30 30 31 31 renderer->id = request; 32 32 renderer->id.id = GPU_RENDERER_OPENGL_2; 33 - renderer->shader_language = GPU_GLSL; 33 + renderer->shader_language = GPU_LANGUAGE_GLSL; 34 34 renderer->shader_version = SDL_GPU_GLSL_VERSION; 35 35 36 36 renderer->current_context_target = NULL;
+1 -1
SDL_gpu/OpenGL_3/SDL_gpu_OpenGL_3.c
··· 30 30 31 31 renderer->id = request; 32 32 renderer->id.id = GPU_RENDERER_OPENGL_3; 33 - renderer->shader_language = GPU_GLSL; 33 + renderer->shader_language = GPU_LANGUAGE_GLSL; 34 34 renderer->shader_version = SDL_GPU_GLSL_VERSION; 35 35 36 36 renderer->current_context_target = NULL;
+21 -21
SDL_gpu/SDL_gpu.h
··· 67 67 * \see GPU_SetImageFilter() 68 68 */ 69 69 typedef enum { 70 - GPU_NEAREST = 0, 71 - GPU_LINEAR = 1, 72 - GPU_LINEAR_MIPMAP = 2 70 + GPU_FILTER_NEAREST = 0, 71 + GPU_FILTER_LINEAR = 1, 72 + GPU_FILTER_LINEAR_MIPMAP = 2 73 73 } GPU_FilterEnum; 74 74 75 75 /*! Image wrapping options. These affect how images handle src_rect coordinates beyond their dimensions when blitted. 76 76 * \see GPU_SetWrapMode() 77 77 */ 78 78 typedef enum { 79 - GPU_CLAMP_TO_EDGE = 0, 80 - GPU_REPEAT = 1, 81 - GPU_REPEAT_MIRRORED = 2 79 + GPU_WRAP_NONE = 0, 80 + GPU_WRAP_REPEAT = 1, 81 + GPU_WRAP_MIRRORED = 2 82 82 } GPU_WrapEnum; 83 83 84 84 /*! Blending options ··· 323 323 /*! Type enumeration for GPU_AttributeFormat specifications. */ 324 324 typedef Uint32 GPU_TypeEnum; 325 325 // Use OpenGL's values for simpler translation 326 - static const GPU_TypeEnum GPU_BYTE = 0x1400; 327 - static const GPU_TypeEnum GPU_UNSIGNED_BYTE = 0x1401; 328 - static const GPU_TypeEnum GPU_SHORT = 0x1402; 329 - static const GPU_TypeEnum GPU_UNSIGNED_SHORT = 0x1403; 330 - static const GPU_TypeEnum GPU_INT = 0x1404; 331 - static const GPU_TypeEnum GPU_UNSIGNED_INT = 0x1405; 332 - static const GPU_TypeEnum GPU_FLOAT = 0x1406; 333 - static const GPU_TypeEnum GPU_DOUBLE = 0x140A; 326 + static const GPU_TypeEnum GPU_TYPE_BYTE = 0x1400; 327 + static const GPU_TypeEnum GPU_TYPE_UNSIGNED_BYTE = 0x1401; 328 + static const GPU_TypeEnum GPU_TYPE_SHORT = 0x1402; 329 + static const GPU_TypeEnum GPU_TYPE_UNSIGNED_SHORT = 0x1403; 330 + static const GPU_TypeEnum GPU_TYPE_INT = 0x1404; 331 + static const GPU_TypeEnum GPU_TYPE_UNSIGNED_INT = 0x1405; 332 + static const GPU_TypeEnum GPU_TYPE_FLOAT = 0x1406; 333 + static const GPU_TypeEnum GPU_TYPE_DOUBLE = 0x140A; 334 334 335 335 336 336 ··· 351 351 352 352 /*! Type enumeration for the shader language used by the renderer. */ 353 353 typedef enum { 354 - GPU_NO_SHADERS = 0, 355 - GPU_ARB_ASSEMBLY = 1, 356 - GPU_GLSL = 2, 357 - GPU_GLSLES = 3, 358 - GPU_HLSL = 4, 359 - GPU_CG = 5 354 + GPU_LANGUAGE_NONE = 0, 355 + GPU_LANGUAGE_ARB_ASSEMBLY = 1, 356 + GPU_LANGUAGE_GLSL = 2, 357 + GPU_LANGUAGE_GLSLES = 3, 358 + GPU_LANGUAGE_HLSL = 4, 359 + GPU_LANGUAGE_CG = 5 360 360 } GPU_ShaderLanguageEnum; 361 361 362 362 typedef struct GPU_AttributeFormat 363 363 { 364 364 Uint8 is_per_sprite; // Per-sprite values are expanded to 4 vertices 365 365 int num_elems_per_value; 366 - GPU_TypeEnum type; // GPU_FLOAT, GPU_INT, GPU_UNSIGNED_INT, etc. 366 + GPU_TypeEnum type; // GPU_TYPE_FLOAT, GPU_TYPE_INT, GPU_TYPE_UNSIGNED_INT, etc. 367 367 Uint8 normalize; 368 368 int stride_bytes; // Number of bytes between two vertex specifications 369 369 int offset_bytes; // Number of bytes to skip at the beginning of 'values'
+1 -1
demos/alias/main.c
··· 28 28 29 29 GPU_Image* alias_image = GPU_CreateAliasImage(image); 30 30 31 - GPU_SetImageFilter(alias_image, GPU_NEAREST); 31 + GPU_SetImageFilter(alias_image, GPU_FILTER_NEAREST); 32 32 GPU_SetRGBA(alias_image, 100, 255, 100, 200); 33 33 34 34
+3 -3
demos/blit-batch/main.c
··· 303 303 304 304 GPU_Attribute attributes[3] = { 305 305 GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Vertex"), sprite_values, 306 - GPU_MakeAttributeFormat(2, GPU_FLOAT, 0, floats_per_vertex*sizeof(float), 0)), 306 + GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 0)), 307 307 GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_TexCoord"), sprite_values, 308 - GPU_MakeAttributeFormat(2, GPU_FLOAT, 0, floats_per_vertex*sizeof(float), 2*sizeof(float))), 308 + GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 2*sizeof(float))), 309 309 GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Color"), sprite_values, 310 - GPU_MakeAttributeFormat(4, GPU_FLOAT, 0, floats_per_vertex*sizeof(float), 4*sizeof(float))) 310 + GPU_MakeAttributeFormat(4, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 4*sizeof(float))) 311 311 }; 312 312 313 313 float* velx = (float*)malloc(sizeof(float)*maxSprites);
+6 -6
demos/intermediate/main.c
··· 38 38 GPU_Image* images[max_images]; 39 39 40 40 int using_images = 1; 41 - GPU_FilterEnum filter_mode = GPU_NEAREST; 41 + GPU_FilterEnum filter_mode = GPU_FILTER_NEAREST; 42 42 Uint8 show_original = 0; 43 43 44 44 Uint8 switched = 1; ··· 103 103 show_original = !show_original; 104 104 else if(event.key.keysym.sym == SDLK_f) 105 105 { 106 - if(filter_mode == GPU_NEAREST) 106 + if(filter_mode == GPU_FILTER_NEAREST) 107 107 { 108 - filter_mode = GPU_LINEAR; 109 - GPU_LogError("GPU_LINEAR\n"); 108 + filter_mode = GPU_FILTER_LINEAR; 109 + GPU_LogError("GPU_FILTER_LINEAR\n"); 110 110 } 111 111 else 112 112 { 113 - filter_mode = GPU_NEAREST; 114 - GPU_LogError("GPU_NEAREST\n"); 113 + filter_mode = GPU_FILTER_NEAREST; 114 + GPU_LogError("GPU_FILTER_NEAREST\n"); 115 115 } 116 116 117 117
+2 -2
demos/mipmap/main.c
··· 19 19 20 20 GPU_Image* image2 = GPU_CopyImage(image); 21 21 GPU_GenerateMipmaps(image2); 22 - GPU_SetImageFilter(image2, GPU_LINEAR); 22 + GPU_SetImageFilter(image2, GPU_FILTER_LINEAR); 23 23 24 24 GPU_Image* image3 = GPU_CopyImage(image); 25 25 GPU_GenerateMipmaps(image3); 26 - GPU_SetImageFilter(image3, GPU_LINEAR_MIPMAP); 26 + GPU_SetImageFilter(image3, GPU_FILTER_LINEAR_MIPMAP); 27 27 28 28 Uint32 startTime = SDL_GetTicks(); 29 29 long frameCount = 0;
+5 -5
demos/pixel-perfect/main.c
··· 55 55 } 56 56 else if(event.key.keysym.sym == SDLK_f) 57 57 { 58 - if(image->filter_mode == GPU_NEAREST) 58 + if(image->filter_mode == GPU_FILTER_NEAREST) 59 59 { 60 - GPU_SetImageFilter(image, GPU_LINEAR); 61 - GPU_LogError("GPU_LINEAR\n"); 60 + GPU_SetImageFilter(image, GPU_FILTER_LINEAR); 61 + GPU_LogError("GPU_FILTER_LINEAR\n"); 62 62 } 63 63 else 64 64 { 65 - GPU_SetImageFilter(image, GPU_NEAREST); 66 - GPU_LogError("GPU_NEAREST\n"); 65 + GPU_SetImageFilter(image, GPU_FILTER_NEAREST); 66 + GPU_LogError("GPU_FILTER_NEAREST\n"); 67 67 } 68 68 } 69 69 else if(event.key.keysym.sym == SDLK_UP)
+1 -1
demos/polygon-blit/main.c
··· 30 30 31 31 GPU_WrapEnum wrap_x = image->wrap_mode_x; 32 32 GPU_WrapEnum wrap_y = image->wrap_mode_y; 33 - GPU_SetWrapMode(image, GPU_REPEAT, GPU_REPEAT); 33 + GPU_SetWrapMode(image, GPU_WRAP_REPEAT, GPU_WRAP_REPEAT); 34 34 35 35 float* vertices = (float*)malloc(8*num_vertices*sizeof(float)); 36 36 unsigned short* indices = (unsigned short*)malloc((3 + (num_vertices-3)*3)*sizeof(unsigned short));
+1 -1
demos/shader-attributes/main.c
··· 135 135 float expanded_colors[4*maxSprites]; 136 136 float src_rects[4*maxSprites]; 137 137 138 - color_attr.format = GPU_MakeAttributeFormat(4, GPU_FLOAT, 0, 4*sizeof(float), 0); 138 + color_attr.format = GPU_MakeAttributeFormat(4, GPU_TYPE_FLOAT, 0, 4*sizeof(float), 0); 139 139 color_attr.format.is_per_sprite = 0; 140 140 color_attr.values = colors; 141 141
+3 -3
demos/triangle-batch/main.c
··· 367 367 368 368 GPU_Attribute attributes[3] = { 369 369 GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Vertex"), vertex_values, 370 - GPU_MakeAttributeFormat(2, GPU_FLOAT, 0, floats_per_vertex*sizeof(float), 0)), 370 + GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 0)), 371 371 GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_TexCoord"), vertex_values, 372 - GPU_MakeAttributeFormat(2, GPU_FLOAT, 0, floats_per_vertex*sizeof(float), 2*sizeof(float))), 372 + GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 2*sizeof(float))), 373 373 GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Color"), vertex_values, 374 - GPU_MakeAttributeFormat(4, GPU_FLOAT, 0, floats_per_vertex*sizeof(float), 4*sizeof(float))) 374 + GPU_MakeAttributeFormat(4, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 4*sizeof(float))) 375 375 }; 376 376 377 377 float* velx = (float*)malloc(sizeof(float)*max_vertices/3);
+11 -11
demos/wrap/main.c
··· 52 52 53 53 float x = 0; 54 54 float y = 0; 55 - FONT_Draw(font, screen, x + 10, y + 10, "CLAMP_TO_EDGE"); 55 + FONT_Draw(font, screen, x + 10, y + 10, "NONE"); 56 56 x += 40; 57 57 y += 20; 58 - GPU_SetWrapMode(image, GPU_CLAMP_TO_EDGE, GPU_CLAMP_TO_EDGE); 58 + GPU_SetWrapMode(image, GPU_WRAP_NONE, GPU_WRAP_NONE); 59 59 GPU_Blit(image, &rect1, screen, x + rect1.w/2, y + rect1.h/2); 60 60 x += image->w*4; 61 61 GPU_Blit(image, &rect2, screen, x + rect2.w/2, y + rect2.h/2); ··· 65 65 FONT_Draw(font, screen, x + 10, y + 10, "REPEAT"); 66 66 x += 40; 67 67 y += 20; 68 - GPU_SetWrapMode(image, GPU_REPEAT, GPU_REPEAT); 68 + GPU_SetWrapMode(image, GPU_WRAP_REPEAT, GPU_WRAP_REPEAT); 69 69 GPU_Blit(image, &rect1, screen, x + rect1.w/2, y + rect1.h/2); 70 70 x += image->w*4; 71 71 GPU_Blit(image, &rect2, screen, x + rect2.w/2, y + rect2.h/2); 72 72 73 73 x = 0; 74 74 y += (rect1.h + 10); 75 - FONT_Draw(font, screen, x + 10, y + 10, "REPEAT_MIRRORED"); 75 + FONT_Draw(font, screen, x + 10, y + 10, "MIRRORED"); 76 76 x += 40; 77 77 y += 20; 78 - GPU_SetWrapMode(image, GPU_REPEAT_MIRRORED, GPU_REPEAT_MIRRORED); 78 + GPU_SetWrapMode(image, GPU_WRAP_MIRRORED, GPU_WRAP_MIRRORED); 79 79 GPU_Blit(image, &rect1, screen, x + rect1.w/2, y + rect1.h/2); 80 80 x += image->w*4; 81 81 GPU_Blit(image, &rect2, screen, x + rect2.w/2, y + rect2.h/2); 82 82 83 83 x = 500; 84 84 y = 0; 85 - FONT_Draw(font, screen, x + 10, y + 10, "REPEAT/REPEAT_MIRRORED"); 85 + FONT_Draw(font, screen, x + 10, y + 10, "REPEAT/MIRRORED"); 86 86 x += 40; 87 87 y += 20; 88 - GPU_SetWrapMode(image, GPU_REPEAT, GPU_REPEAT_MIRRORED); 88 + GPU_SetWrapMode(image, GPU_WRAP_REPEAT, GPU_WRAP_MIRRORED); 89 89 GPU_Blit(image, &rect1, screen, x + rect1.w/2, y + rect1.h/2); 90 90 x += image->w*4; 91 91 GPU_Blit(image, &rect2, screen, x + rect2.w/2, y + rect2.h/2); 92 92 93 93 x = 500; 94 94 y += (rect1.h + 10); 95 - FONT_Draw(font, screen, x + 10, y + 10, "CLAMP_TO_EDGE/REPEAT"); 95 + FONT_Draw(font, screen, x + 10, y + 10, "NONE/REPEAT"); 96 96 x += 40; 97 97 y += 20; 98 - GPU_SetWrapMode(image, GPU_CLAMP_TO_EDGE, GPU_REPEAT); 98 + GPU_SetWrapMode(image, GPU_WRAP_NONE, GPU_WRAP_REPEAT); 99 99 GPU_Blit(image, &rect1, screen, x + rect1.w/2, y + rect1.h/2); 100 100 x += image->w*4; 101 101 GPU_Blit(image, &rect2, screen, x + rect2.w/2, y + rect2.h/2); 102 102 103 103 x = 500; 104 104 y += (rect1.h + 10); 105 - FONT_Draw(font, screen, x + 10, y + 10, "CLAMP_TO_EDGE/REPEAT_MIRRORED"); 105 + FONT_Draw(font, screen, x + 10, y + 10, "NONE/MIRRORED"); 106 106 x += 40; 107 107 y += 20; 108 - GPU_SetWrapMode(image, GPU_CLAMP_TO_EDGE, GPU_REPEAT_MIRRORED); 108 + GPU_SetWrapMode(image, GPU_WRAP_NONE, GPU_WRAP_MIRRORED); 109 109 GPU_Blit(image, &rect1, screen, x + rect1.w/2, y + rect1.h/2); 110 110 x += image->w*4; 111 111 GPU_Blit(image, &rect2, screen, x + rect2.w/2, y + rect2.h/2);