Drop usage of GL_QUADS, in favor of GL_TRIANGLES
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@@ -149,6 +149,10 @@ int Draw_Init(int width,int height,char *title,int pfps,int fps){
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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// Initialize the triangle array
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// Initialize the triangle array
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_quadArray=QuadArray2D_Create(400);
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_quadArray=QuadArray2D_Create(400);
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@@ -407,10 +411,6 @@ void Draw_Flush(){
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// Draw the quad array
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// Draw the quad array
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glBindTexture(GL_TEXTURE_2D, _currentImg->tex);
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glBindTexture(GL_TEXTURE_2D, _currentImg->tex);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColorPointer( 4, GL_FLOAT, Vertex2D_Length*sizeof(float),
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glColorPointer( 4, GL_FLOAT, Vertex2D_Length*sizeof(float),
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(GLvoid *)(_quadArray->vertexData+4) );
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(GLvoid *)(_quadArray->vertexData+4) );
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glTexCoordPointer( 2, GL_FLOAT, Vertex2D_Length*sizeof(float),
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glTexCoordPointer( 2, GL_FLOAT, Vertex2D_Length*sizeof(float),
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@@ -418,11 +418,7 @@ void Draw_Flush(){
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glVertexPointer( 2, GL_FLOAT, Vertex2D_Length*sizeof(float),
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glVertexPointer( 2, GL_FLOAT, Vertex2D_Length*sizeof(float),
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(GLvoid *)(_quadArray->vertexData) );
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(GLvoid *)(_quadArray->vertexData) );
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glDrawArrays(GL_QUADS,0,_quadArray->nVertex);
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glDrawArrays(GL_TRIANGLES,0,_quadArray->nVertex);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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// Empty it
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// Empty it
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QuadArray2D_Clean(_quadArray);
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QuadArray2D_Clean(_quadArray);
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@@ -69,7 +69,10 @@ void QuadArray2D_AddQuad(QuadArray2D quadArray,
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// Add the vertexes
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// Add the vertexes
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v[0]=x0; v[1]=y0; v[2]=u0; v[3]=v0; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x0; v[1]=y0; v[2]=u0; v[3]=v0; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x1; v[1]=y0; v[2]=u1; v[3]=v0; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x1; v[1]=y0; v[2]=u1; v[3]=v0; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x1; v[1]=y1; v[2]=u1; v[3]=v1; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x1; v[1]=y1; v[2]=u1; v[3]=v1; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x1; v[1]=y1; v[2]=u1; v[3]=v1; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x0; v[1]=y1; v[2]=u0; v[3]=v1; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x0; v[1]=y1; v[2]=u0; v[3]=v1; QuadArray2D_AddVertex(quadArray,v);
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v[0]=x0; v[1]=y0; v[2]=u0; v[3]=v0; QuadArray2D_AddVertex(quadArray,v);
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}
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}
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