void LLFontGL::renderQuad(const LLRectf& screen_rect, const LLRectf& uv_rect, F32 slant_amt) const { gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop); gGL.vertex2f(llfont_round_x(screen_rect.mRight), llfont_round_y(screen_rect.mTop)); gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop); gGL.vertex2f(llfont_round_x(screen_rect.mLeft), llfont_round_y(screen_rect.mTop)); gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom); gGL.vertex2f(llfont_round_x(screen_rect.mLeft + slant_amt), llfont_round_y(screen_rect.mBottom)); gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom); gGL.vertex2f(llfont_round_x(screen_rect.mRight + slant_amt), llfont_round_y(screen_rect.mBottom)); }
void LLFontGL::renderQuad(LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const { S32 index = 0; vertex_out[index] = LLVector3(llfont_round_x(screen_rect.mRight), llfont_round_y(screen_rect.mTop), 0.f); uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop); colors_out[index] = color; index++; vertex_out[index] = LLVector3(llfont_round_x(screen_rect.mLeft), llfont_round_y(screen_rect.mTop), 0.f); uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop); colors_out[index] = color; index++; vertex_out[index] = LLVector3(llfont_round_x(screen_rect.mLeft), llfont_round_y(screen_rect.mBottom), 0.f); uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom); colors_out[index] = color; index++; vertex_out[index] = LLVector3(llfont_round_x(screen_rect.mRight), llfont_round_y(screen_rect.mBottom), 0.f); uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom); colors_out[index] = color; }