//---------------------------------------------------------- void ofPath::rectRounded(const ofPoint & p, float w, float h, float topLeftRadius, float topRightRadius, float bottomRightRadius, float bottomLeftRadius){ rectRounded(p.x,p.y,p.z,w,h,topLeftRadius,topRightRadius,bottomRightRadius,bottomLeftRadius); }
//---------------------------------------------------------- void ofPath::rectRounded(const glm::vec2 & p, float w, float h, float topLeftRadius, float topRightRadius, float bottomRightRadius, float bottomLeftRadius){ rectRounded(p.x,p.y,0.0,w,h,topLeftRadius,topRightRadius,bottomRightRadius,bottomLeftRadius); }
//---------------------------------------------------------- void ofPath::rectRounded(const ofRectangle & b, float topLeftRadius, float topRightRadius, float bottomRightRadius, float bottomLeftRadius){ rectRounded(b.x,b.y,0,b.width,b.height,topLeftRadius,topRightRadius,bottomRightRadius,bottomLeftRadius); }
//---------------------------------------------------------- void ofPath::rectRounded(float x, float y, float w, float h, float r){ rectRounded(x,y,0.0f,w,h,r,r,r,r); }
//---------------------------------------------------------- void ofPath::rectRounded(const ofPoint & p, float w, float h, float r){ rectRounded(p.x,p.y,p.z,w,h,r,r,r,r); }
//---------------------------------------------------------- void ofPath::rectRounded(const ofRectangle & b, float r){ rectRounded(b.x,b.y,0,b.width,b.height,r,r,r,r); }
//---------------------------------------------------------- void ofPath::rectRounded(const glm::vec2 & p, float w, float h, float r){ rectRounded(p.x,p.y,0.0,w,h,r,r,r,r); }