27 void allocate_internal(
int n_verts);
32 geometry_batcher(): n_to_render(0), n_allocated(0), vert(NULL), use_radius(true), radius_list(NULL), buffer_offset(-1) {}
40 void allocate(
int quad,
int n_tri = 0);
void batch_render_geometry_map_bitmaps(int buffer_handle=-1)
void batch_render_close()
GLint GLint GLsizei GLsizei GLsizei depth
void render_buffer(int buffer_handle, int flags)
void batch_load_buffer_geometry_shader_map_bitmaps(particle_pnt *buffer, int *n_verts)
void batch_render_geometry_shader_map_bitmaps()
void draw_bitmap(vertex *position, int orient, float rad, float depth=0)
int batch_add_tri(int texture, int tmap_flags, vertex *verts, float alpha=1.0f)
float batch_add_laser(int texture, vec3d *p0, float width1, vec3d *p1, float width2, int r=255, int g=255, int b=255)
int batch_add_polygon(int texture, int tmap_flags, vec3d *pos, matrix *orient, float width, float height, float alpha=1.0f)
void batch_render_distortion_map_bitmaps(int buffer_handle=-1)
GLdouble GLdouble GLdouble r
int batch_add_beam(int texture, int tmap_flags, vec3d *start, vec3d *end, float width, float intensity=1.0f)
void draw_quad(vertex *verts)
int geometry_batch_get_size()
void load_buffer(particle_pnt *buffer, int *n_verts)
void batch_render_lasers(int buffer_handle=-1)
int batch_add_bitmap_rotated(int texture, int tmap_flags, vertex *pnt, float angle, float rad, float alpha=1.0f, float depth=0.0f)
void batch_load_buffer_geometry_map_bitmaps(effect_vertex *buffer, int *n_verts)
void add_allocate(int quad, int n_tri=0)
int batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha=1.0f, float depth=0.0f)
void batch_render_all(int stream_buffer=-1)
int distortion_add_beam(int texture, int tmap_flags, vec3d *start, vec3d *end, float width, float intensity=1.0f, float offset=0.0f)
void allocate(int quad, int n_tri=0)
int distortion_add_bitmap_rotated(int texture, int tmap_flags, vertex *pnt, float angle, float rad, float alpha=1.0f, float depth=0.0f)
GLboolean GLboolean GLboolean b
GLint GLsizei GLsizei height
void render_buffer(int buffer_handle, int flags)
int batch_add_quad(int texture, int tmap_flags, vertex *verts, float alpha=1.0f)
void draw_tri(vertex *verts)
float draw_laser(vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
void load_buffer(effect_vertex *buffer, int *n_verts)
void draw_beam(vec3d *start, vec3d *end, float width, float intensity=1.0f, float offset=0.0f)
void batch_load_buffer_lasers(effect_vertex *buffer, int *n_verts)
void geometry_batch_render(int stream_buffer)
void render(int flags, float radius=0.0f)
void draw_bitmap(vertex *position, int orient, float rad, float depth=0)
GLclampf GLclampf GLclampf alpha
const geometry_batcher & operator=(const geometry_batcher &geo)
int geometry_batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
geometry_batcher(const geometry_batcher &geo)
void batch_load_buffer_distortion_map_bitmaps(effect_vertex *buffer, int *n_verts)