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Array textures can be easily drawn without a shader (resolves issue #1111).
Added love.graphics.drawLayer(texture, layerindex, …). ‘texture’ must be an array texture. Added SpriteBatch:add/setLayer. Added Quad:get/setLayer. This applies to array textures that are drawn without specifying an explicit layer index in the draw call. Added love.graphics.newQuad variants which have layer arguments. --HG-- branch : minor
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@@ -192,8 +192,8 @@ public:
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* @param src The source vertices.
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* @param size The number of vertices.
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**/
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template <typename V>
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void transform(V *dst, const V *src, int size) const;
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template <typename Vdst, typename Vsrc>
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void transform(Vdst *dst, const Vsrc *src, int size) const;
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/**
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* Computes and returns the inverse of the matrix.
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@@ -273,8 +273,8 @@ public:
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/**
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* Transforms an array of vertices by this matrix.
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**/
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template <typename V>
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void transform(V *dst, const V *src, int size) const;
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template <typename Vdst, typename Vsrc>
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void transform(Vdst *dst, const Vsrc *src, int size) const;
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private:
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@@ -296,8 +296,8 @@ private:
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// | e2 e6 e10 e14 |
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// | e3 e7 e11 e15 |
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template <typename V>
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void Matrix4::transform(V *dst, const V *src, int size) const
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template <typename Vdst, typename Vsrc>
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void Matrix4::transform(Vdst *dst, const Vsrc *src, int size) const
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{
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for (int i = 0; i < size; i++)
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{
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@@ -316,8 +316,8 @@ void Matrix4::transform(V *dst, const V *src, int size) const
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// | e0 e3 e6 |
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// | e1 e4 e7 |
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// | e2 e5 e8 |
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template <typename V>
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void Matrix3::transform(V *dst, const V *src, int size) const
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template <typename Vdst, typename Vsrc>
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void Matrix3::transform(Vdst *dst, const Vsrc *src, int size) const
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{
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for (int i = 0; i < size; i++)
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{
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