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));
}
Exemplo n.º 2
0
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;
}