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Renamed the internal 'Matrix' class to 'Matrix4'.
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@@ -86,7 +86,7 @@ int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, fl
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if ((index == -1 && next >= size) || index < -1 || index >= size)
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return -1;
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Matrix t(x, y, a, sx, sy, ox, oy, kx, ky);
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Matrix4 t(x, y, a, sx, sy, ox, oy, kx, ky);
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addv(texture->getVertices(), t, (index == -1) ? next : index);
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@@ -103,7 +103,7 @@ int SpriteBatch::addq(Quad *quad, float x, float y, float a, float sx, float sy,
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if ((index == -1 && next >= size) || index < -1 || index >= next)
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return -1;
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Matrix t(x, y, a, sx, sy, ox, oy, kx, ky);
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Matrix4 t(x, y, a, sx, sy, ox, oy, kx, ky);
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addv(quad->getVertices(), t, (index == -1) ? next : index);
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@@ -222,7 +222,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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OpenGL::TempDebugGroup debuggroup("SpriteBatch draw");
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Matrix t(x, y, angle, sx, sy, ox, oy, kx, ky);
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Matrix4 t(x, y, angle, sx, sy, ox, oy, kx, ky);
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OpenGL::TempTransform transform(gl);
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transform.get() *= t;
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@@ -254,7 +254,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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gl.drawElements(GL_TRIANGLES, (GLsizei) quad_indices.getIndexCount(next), quad_indices.getType(), quad_indices.getPointer(0));
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}
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void SpriteBatch::addv(const Vertex *v, const Matrix &m, int index)
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void SpriteBatch::addv(const Vertex *v, const Matrix4 &m, int index)
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{
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// Needed for colors.
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Vertex sprite[4] = {v[0], v[1], v[2], v[3]};
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