void RawBitmap::StretchTo(unsigned width, unsigned height, Canvas &dest_canvas, unsigned dest_width, unsigned dest_height, gcc_unused bool transparent_white) const { GLTexture &texture = BindAndGetTexture(); OpenGL::texture_shader->Use(); texture.Draw(PixelRect(0, 0, dest_width, dest_height), PixelRect(0, 0, width, height)); }
void RawBitmap::StretchTo(unsigned width, unsigned height, Canvas &dest_canvas, unsigned dest_width, unsigned dest_height) const { GLTexture &texture = BindAndGetTexture(); #ifdef USE_GLSL OpenGL::texture_shader->Use(); #else const GLEnable<GL_TEXTURE_2D> scope; OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); #endif texture.Draw(0, 0, dest_width, dest_height, 0, 0, width, height); }