const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
+
+ void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
void ForceBoundsDirty() {m_bounds_dirty = true;}
void ForceBufferDirty() {m_buffer_dirty = true;}
void ForceRenderDirty() {m_render_dirty = true;}
-
private:
struct GPUObjBounds
{
float x0, y0;
float x1, y1;
- };
+ } __attribute__((packed));
void PrepareRender(); // call when m_render_dirty is true
void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true