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The Vertex struct is now recognized as POD by C++, also fixed the name to be consistent with other love structs
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@@ -85,7 +85,7 @@ float Image::getHeight() const
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return height;
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}
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const vertex *Image::getVertices() const
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const Vertex *Image::getVertices() const
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{
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return vertices;
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}
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@@ -113,7 +113,7 @@ void Image::drawg(love::graphics::Geometry *geom, float x, float y, float angle,
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static Matrix t;
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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const vertex *v = geom->getVertexArray();
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const Vertex *v = geom->getVertexArray();
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size_t vertcount = geom->getVertexCount();
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// Padded NPOT images require texture coordinate scaling with Geometry.
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@@ -124,7 +124,7 @@ void Image::drawg(love::graphics::Geometry *geom, float x, float y, float angle,
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if (geom->hasVertexColors())
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{
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid *) &v[0].r);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (GLvoid *) &v[0].r);
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}
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GLenum glmode;
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@@ -326,7 +326,7 @@ void Image::bind() const
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void Image::preload()
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{
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memset(vertices, 255, sizeof(vertex)*4);
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memset(vertices, 255, sizeof(Vertex)*4);
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vertices[0].x = 0;
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vertices[0].y = 0;
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@@ -602,9 +602,9 @@ love::Vector Image::getTexCoordScale() const
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return love::Vector(vertices[2].s, vertices[2].t);
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}
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vertex *Image::scaleNPOT(const love::vertex *v, size_t count) const
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Vertex *Image::scaleNPOT(const love::Vertex *v, size_t count) const
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{
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vertex *newverts = new vertex[count];
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Vertex *newverts = new Vertex[count];
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love::Vector scale = getTexCoordScale();
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for (size_t i = 0; i < count; i++)
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@@ -617,7 +617,7 @@ vertex *Image::scaleNPOT(const love::vertex *v, size_t count) const
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return newverts;
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}
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void Image::drawv(const Matrix &t, const vertex *v, GLsizei count, GLenum mode, const uint16 *e, GLsizei ecount) const
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void Image::drawv(const Matrix &t, const Vertex *v, GLsizei count, GLenum mode, const uint16 *e, GLsizei ecount) const
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{
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bind();
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@@ -632,8 +632,8 @@ void Image::drawv(const Matrix &t, const vertex *v, GLsizei count, GLenum mode,
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// defined in the geometry to draw itself.
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// if the drawing method below is changed to use something other than
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// glDrawArrays(), drawg() needs to be updated accordingly!
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&v[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&v[0].s);
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glVertexPointer(2, GL_FLOAT, sizeof(Vertex), (GLvoid *)&v[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (GLvoid *)&v[0].s);
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if (e != 0 && ecount > 0)
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glDrawElements(mode, ecount, GL_UNSIGNED_SHORT, (GLvoid *) e);
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