static inline void build_sprite_norm(struct vb_data *data, float fcx, float fcy, uint32_t flip) { float start_u, end_u; float start_v, end_v; assign_sprite_uv(&start_u, &end_u, (flip & GS_FLIP_U) != 0); assign_sprite_uv(&start_v, &end_v, (flip & GS_FLIP_V) != 0); build_sprite(data, fcx, fcy, start_u, end_u, start_v, end_v, flip); }
static inline void build_sprite(struct vb_data *data, float fcx, float fcy, uint32_t flip) { struct vec2 *tvarray = data->tvarray[0].array; float start_u, end_u; float start_v, end_v; assign_sprite_uv(&start_u, &end_u, (flip & GS_FLIP_U) != 0); assign_sprite_uv(&start_v, &end_v, (flip & GS_FLIP_V) != 0); vec3_zero(data->points); vec3_set(data->points+1, fcx, 0.0f, 0.0f); vec3_set(data->points+2, 0.0f, fcy, 0.0f); vec3_set(data->points+3, fcx, fcy, 0.0f); vec2_set(tvarray, start_u, start_v); vec2_set(tvarray+1, end_u, start_v); vec2_set(tvarray+2, start_u, end_v); vec2_set(tvarray+3, end_u, end_v); }