1.0.12 & 1.0.12.1
+ Utility Methods for texture transformations ~ Fixed an issue, where the horizontal & vertical flip was wrongly applied ~ Added missing summaries
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a29a2cab53
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10 changed files with 116 additions and 21 deletions
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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@ -8,13 +9,13 @@ using SM.Base;
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using SM.Base.Animation;
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using SM.Base.Controls;
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using SM.Base.Drawing;
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using SM.Base.Drawing.Text;
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using SM.Base.Time;
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using SM.Base.Window;
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using SM2D;
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using SM2D.Drawing;
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using SM2D.Object;
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using SM2D.Scene;
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using Font = SM.Base.Drawing.Text.Font;
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namespace SM_TEST
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{
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@ -34,8 +35,6 @@ namespace SM_TEST
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};
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font.RegenerateTexture();
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SMRenderer.DefaultMesh = new Polygon(new[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) });
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window = new GLWindow(1280, 720, "0ms", WindowFlags.Window, VSyncMode.Off);
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window.ApplySetup(new Window2DSetup());
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@ -49,19 +48,14 @@ namespace SM_TEST
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};
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Material uvMaterial = new Material()
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DrawObject2D test = new DrawObject2D()
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{
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Tint = new Color4(1f, 0, 0, .5f),
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Blending = true,
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Texture = font
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Texture = new Bitmap("test.png")
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};
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DrawText test = new DrawText(font, "Level Completed")
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{
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Material = uvMaterial,
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};
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test.Transform.Position.Set(0, 2);
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test.Transform.Size.Set(.5f);
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test.Material.Blending = true;
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test.Transform.Size.Set(100);
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test.TextureTransform.SetRectangleRelative(test.Texture, new Vector2(234, 0), new Vector2(220, 201));
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test.Transform.AdjustSizeToTextureTransform(test.TextureTransform);
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scene.Objects.Add(test);
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