use float (not double) for font matrix
Following up on recent double --> float commits in the game engine.
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@ -73,7 +73,7 @@ void BLF_size(int fontid, int size, int dpi);
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* | m[3] m[7] m[11] m[15] |
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* | m[3] m[7] m[11] m[15] |
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*
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*
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*/
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*/
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void BLF_matrix(int fontid, const double m[16]);
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void BLF_matrix(int fontid, const float m[16]);
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/* Draw the string using the default font, size and dpi. */
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/* Draw the string using the default font, size and dpi. */
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void BLF_draw_default(float x, float y, float z, const char *str, size_t len) ATTR_NONNULL();
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void BLF_draw_default(float x, float y, float z, const char *str, size_t len) ATTR_NONNULL();
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@ -384,7 +384,7 @@ void BLF_aspect(int fontid, float x, float y, float z)
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}
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}
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}
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}
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void BLF_matrix(int fontid, const double m[16])
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void BLF_matrix(int fontid, const float m[16])
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{
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{
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FontBLF *font = blf_get(fontid);
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FontBLF *font = blf_get(fontid);
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@ -511,7 +511,7 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
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glPushMatrix();
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glPushMatrix();
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if (font->flags & BLF_MATRIX)
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if (font->flags & BLF_MATRIX)
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glMultMatrixd((GLdouble *)&font->m);
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glMultMatrixf(font->m);
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glTranslate3fv(font->pos);
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glTranslate3fv(font->pos);
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@ -194,7 +194,7 @@ typedef struct FontBLF {
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/* Multiplied this matrix with the current one before
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/* Multiplied this matrix with the current one before
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* draw the text! see blf_draw__start.
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* draw the text! see blf_draw__start.
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*/
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*/
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double m[16];
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float m[16];
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/* clipping rectangle. */
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/* clipping rectangle. */
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rctf clip_rec;
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rctf clip_rec;
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@ -193,11 +193,7 @@ void KX_FontObject::DrawFontText()
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const float aspect = m_fsize / size;
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const float aspect = m_fsize / size;
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/* Get a working copy of the OpenGLMatrix to use */
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/* Get a working copy of the OpenGLMatrix to use */
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double mat[16];
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float *mat = GetOpenGLMatrix();
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float *origmat = GetOpenGLMatrix();
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for (unsigned short i = 0; i < 16; ++i) {
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mat[i] = (double)origmat[i];
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}
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/* Account for offset */
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/* Account for offset */
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MT_Vector3 offset = this->NodeGetWorldOrientation() * m_offset * this->NodeGetWorldScaling();
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MT_Vector3 offset = this->NodeGetWorldOrientation() * m_offset * this->NodeGetWorldScaling();
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@ -446,7 +446,7 @@ public:
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*/
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*/
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virtual void RenderText3D(
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virtual void RenderText3D(
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int fontid, const char *text, int size, int dpi,
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int fontid, const char *text, int size, int dpi,
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const float color[4], const double mat[16], float aspect) = 0;
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const float color[4], const float mat[16], float aspect) = 0;
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/**
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/**
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* Renders 2D text string.
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* Renders 2D text string.
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@ -1504,7 +1504,7 @@ void RAS_OpenGLRasterizer::RenderBox2D(int xco,
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void RAS_OpenGLRasterizer::RenderText3D(
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void RAS_OpenGLRasterizer::RenderText3D(
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int fontid, const char *text, int size, int dpi,
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int fontid, const char *text, int size, int dpi,
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const float color[4], const double mat[16], float aspect)
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const float color[4], const float mat[16], float aspect)
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{
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{
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/* gl prepping */
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/* gl prepping */
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DisableForText();
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DisableForText();
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@ -297,7 +297,7 @@ public:
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void RenderBox2D(int xco, int yco, int width, int height, float percentage);
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void RenderBox2D(int xco, int yco, int width, int height, float percentage);
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void RenderText3D(int fontid, const char *text, int size, int dpi,
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void RenderText3D(int fontid, const char *text, int size, int dpi,
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const float color[4], const double mat[16], float aspect);
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const float color[4], const float mat[16], float aspect);
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void RenderText2D(RAS_TEXT_RENDER_MODE mode, const char *text,
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void RenderText2D(RAS_TEXT_RENDER_MODE mode, const char *text,
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int xco, int yco, int width, int height);
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int xco, int yco, int width, int height);
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