y = view_bounds.y * Real(target.h);
w = view_bounds.w * Real(target.w);
h = view_bounds.h * Real(target.h);
- Debug("CPURenderBounds %s -> %s -> {%li,%li,%li,%li}", bounds.Str().c_str(), view_bounds.Str().c_str(), x, y, w, h);
+ //Debug("CPURenderBounds %s -> %s -> {%li,%li,%li,%li}", bounds.Str().c_str(), view_bounds.Str().c_str(), x, y, w, h);
}
/**
m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
// Initialise and resize the ibo (for GPU rendering)
+ m_ibo.Invalidate();
m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
- Debug("Centre is %d, %d", centre_x, centre_y);
- Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
- Debug("Windos is %d,%d", target.w, target.h);
+ //Debug("Centre is %d, %d", centre_x, centre_y);
+ //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
+ //Debug("Windos is %d,%d", target.w, target.h);
for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)