pybullet, more robust multi-server connections
Windows shared memory: allow to use custom key. Improve GUI performance on Windows, submit letters in text as a batch (fewer draw-calls) quadruped.py: first try to connect to SHARED_MEMORY, if it fails (<0) use GUI increase Chrome about://tracing json export capacity (press 'p' in Example Browser) UDP physics server: add --port and --sharedMemoryKey command-line arguments PhysicsServerExample: add --sharedMemoryKey command-line option (for VR example too) ExampleBrowser: sleep a few milliseconds if rendering is too fast, use --minUpdateTimeMicroSecs=0 to disable
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@@ -161,6 +161,7 @@ public:
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virtual void StartClip()
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{
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if (m_useTrueTypeFont)
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sth_flush_draw(m_font);
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Gwen::Rect rect = ClipRegion();
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@@ -181,6 +182,7 @@ public:
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virtual void EndClip()
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{
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if (m_useTrueTypeFont)
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sth_flush_draw(m_font);
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glDisable( GL_SCISSOR_TEST );
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@@ -196,16 +198,23 @@ public:
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}
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virtual void DrawFilledRect( Gwen::Rect rect )
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{
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// BT_PROFILE("GWEN_DrawFilledRect");
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Translate( rect );
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m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor);
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m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset,
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rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor);
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// m_primitiveRenderer->drawTexturedRect2a(rect.x, rect.y+m_yOffset,
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// rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,0,0,1,1);
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// m_yOffset+=rect.h+10;
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}
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void RenderText( Gwen::Font* pFont, Gwen::Point rasterPos, const Gwen::UnicodeString& text )
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{
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// BT_PROFILE("GWEN_RenderText");
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Gwen::String str = Gwen::Utility::UnicodeToString(text);
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const char* unicodeText = (const char*)str.c_str();
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@@ -246,32 +255,33 @@ public:
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glBindTexture(GL_TEXTURE_2D,m_fontTextureId);
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float width = r.x;
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while (unicodeText[pos])
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{
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int c = unicodeText[pos];
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r.h = m_currentFont->m_CharHeight;
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r.w = m_currentFont->m_CharWidth[c]+extraSpacing;
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Gwen::Rect rect = r;
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Translate( rect );
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m_primitiveRenderer->drawTexturedRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,m_currentFont->m_CharU0[c],m_currentFont->m_CharV0[c],m_currentFont->m_CharU1[c],m_currentFont->m_CharV1[c]);
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m_primitiveRenderer->drawTexturedRect2(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,m_currentFont->m_CharU0[c],m_currentFont->m_CharV0[c],m_currentFont->m_CharU1[c],m_currentFont->m_CharV1[c]);
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//DrawTexturedRect(0,r,m_currentFont->m_CharU0[c],m_currentFont->m_CharV0[c],m_currentFont->m_CharU1[c],m_currentFont->m_CharV1[c]);
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// DrawFilledRect(r);
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width += r.w;
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r.x = width;
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pos++;
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}
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{
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m_primitiveRenderer->drawTexturedRect3D2Text(false);
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}
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glBindTexture(GL_TEXTURE_2D,0);
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}
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}
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Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text )
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{
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// BT_PROFILE("GWEN_MeasureText");
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Gwen::String str = Gwen::Utility::UnicodeToString(text);
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const char* unicodeText = (const char*)str.c_str();
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@@ -341,7 +351,7 @@ public:
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virtual void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect rect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f )
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{
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// BT_PROFILE("DrawTexturedRect");
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Translate( rect );
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//float eraseColor[4] = {0,0,0,0};
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