void Canvas::fill_triangles(const std::vector<Vec2f> &positions, const std::vector<Vec2f> &texture_positions, const Texture2D &texture, const std::vector<Colorf> &colors) { if (!positions.empty()) { RenderBatchTriangle *batcher = impl->batcher.get_triangle_batcher(); batcher->fill_triangles(*this, &positions[0], &texture_positions[0], positions.size(), texture, &colors[0]); } }
void Canvas::fill_triangles(const Vec2f *triangle_positions, int num_vertices, const Texture2D &texture, const Rect &texture_rect, const Colorf &color) { if (num_vertices) { std::vector<Vec2f> texture_positions; Canvas_Impl::get_texture_coords(triangle_positions, num_vertices, texture, texture_rect, texture_positions); RenderBatchTriangle *batcher = impl->batcher.get_triangle_batcher(); batcher->fill_triangles(*this, triangle_positions, &texture_positions[0], num_vertices, texture, color); } }
void Canvas::fill_triangles(const std::vector<Vec2f> &positions, const Texture2D &texture, const Rect &texture_rect, const Colorf &color) { if (!positions.empty()) { std::vector<Vec2f> texture_positions; Canvas_Impl::get_texture_coords(&positions[0], positions.size(), texture, texture_rect, texture_positions); RenderBatchTriangle *batcher = impl->batcher.get_triangle_batcher(); batcher->fill_triangles(*this, &positions[0], &texture_positions[0], positions.size(), texture, color); } }
void Canvas::fill_triangles(const Vec2f *positions, const Vec2f *texture_positions, int num_vertices, const Texture2D &texture, const Colorf *colors) { RenderBatchTriangle *batcher = impl->batcher.get_triangle_batcher(); batcher->fill_triangles(*this, positions, texture_positions, num_vertices, texture, colors); }