Small optimization in rendering of selection rectangle
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@ -171,7 +171,7 @@ namespace GUI {
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GLModel::Geometry init_data;
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GLModel::Geometry init_data;
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#if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
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#if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P4 };
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P4 };
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init_data.reserve_vertices(8);
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init_data.reserve_vertices(5);
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init_data.reserve_indices(8);
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init_data.reserve_indices(8);
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#else
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#else
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init_data.format = { GLModel::Geometry::EPrimitiveType::LineLoop, GLModel::Geometry::EVertexLayout::P2 };
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init_data.format = { GLModel::Geometry::EPrimitiveType::LineLoop, GLModel::Geometry::EVertexLayout::P2 };
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@ -187,25 +187,19 @@ namespace GUI {
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init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
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perimeter += width;
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perimeter += width;
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init_data.add_vertex(Vec4f(right, bottom, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(right, bottom, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(right, bottom, 0.0f, perimeter));
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perimeter += height;
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perimeter += height;
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init_data.add_vertex(Vec4f(right, top, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(right, top, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(right, top, 0.0f, perimeter));
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perimeter += width;
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perimeter += width;
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init_data.add_vertex(Vec4f(left, top, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(left, top, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(left, top, 0.0f, perimeter));
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perimeter += height;
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perimeter += height;
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init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
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init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
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// indices
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// indices
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init_data.add_line(0, 1);
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init_data.add_line(0, 1);
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init_data.add_line(1, 2);
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init_data.add_line(2, 3);
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init_data.add_line(2, 3);
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init_data.add_line(4, 5);
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init_data.add_line(3, 4);
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init_data.add_line(6, 7);
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#else
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#else
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init_data.add_vertex(Vec2f(left, bottom));
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init_data.add_vertex(Vec2f(left, bottom));
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init_data.add_vertex(Vec2f(right, bottom));
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init_data.add_vertex(Vec2f(right, bottom));
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