remove a lot of warnings (more todo in demos and serialization code)
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@@ -219,7 +219,7 @@ int sth_add_font(struct sth_stash* stash, const char* path)
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FILE* fp = 0;
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int datasize;
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unsigned char* data = NULL;
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int idx;
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int idx=0;
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// Read in the font data.
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fp = fopen(path, "rb");
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@@ -231,10 +231,14 @@ int sth_add_font(struct sth_stash* stash, const char* path)
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if (data == NULL) goto error;
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int bytesRead;
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bytesRead = fread(data, 1, datasize, fp);
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if (bytesRead)
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{
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idx = sth_add_font_from_memory(stash, data);
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}
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fclose(fp);
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fp = 0;
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idx = sth_add_font_from_memory(stash, data);
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// Modify type of the loaded font.
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if (idx)
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stash->fonts->type = TTFONT_FILE;
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@@ -37,8 +37,7 @@ InternalOpenGL2RenderCallbacks::~InternalOpenGL2RenderCallbacks()
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void InternalOpenGL2RenderCallbacks::display2()
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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// glViewport(0,0,10,10);
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//const float timeScale = 0.008f;
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@@ -48,39 +47,31 @@ void InternalOpenGL2RenderCallbacks::display2()
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glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
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glBindVertexArray(s_vertexArrayObject);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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// glBindTexture(GL_TEXTURE_2D,m_texturehandle);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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vec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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glUniform2fv(data->m_positionUniform, 1, (const GLfloat *)&p);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glEnableVertexAttribArray(data->m_positionAttribute);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glEnableVertexAttribArray(data->m_colourAttribute);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glEnableVertexAttribArray(data->m_textureAttribute);
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glVertexAttribPointer(data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)0);
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glVertexAttribPointer(data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)sizeof(vec4));
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glVertexAttribPointer(data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)(sizeof(vec4)+sizeof(vec4)));
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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/*
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);
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@@ -101,10 +92,7 @@ void InternalOpenGL2RenderCallbacks::display2()
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void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_glyph* glyph, int textureWidth, int textureHeight)
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{
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GLint err;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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if (glyph)
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@@ -114,13 +102,11 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
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glBindTexture(GL_TEXTURE_2D, *gltexture);
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glPixelStorei(GL_UNPACK_ALIGNMENT,1);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, textureWidth, textureHeight, 0, GL_RED, GL_UNSIGNED_BYTE, texture->m_texels);
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GLenum err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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} else
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{
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@@ -132,8 +118,7 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
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//create new texture
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glGenTextures(1, texId);
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GLenum err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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@@ -143,8 +128,7 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, textureWidth, textureHeight, 0, GL_RED, GL_UNSIGNED_BYTE, texture->m_texels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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////////////////////////////
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//create the other data
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@@ -155,8 +139,7 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
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glGenBuffers(1, &s_vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, VERT_COUNT * sizeof(Vertex), texture->newverts, GL_DYNAMIC_DRAW);
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GLuint err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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for (int i=0;i<INDEX_COUNT;i++)
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{
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@@ -167,9 +150,8 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s_indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,INDEX_COUNT*sizeof(int), s_indexData,GL_STATIC_DRAW);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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assert(glGetError()==GL_NO_ERROR);
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}
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} else
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{
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//delete texture
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@@ -196,13 +178,10 @@ void InternalOpenGL2RenderCallbacks::render(sth_texture* texture)
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GLuint* texId = (GLuint*) texture->m_userData;
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GLint err;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE0);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, *texId);
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bool useFiltering = false;
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@@ -215,25 +194,21 @@ void InternalOpenGL2RenderCallbacks::render(sth_texture* texture)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
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glBindVertexArray(s_vertexArrayObject);
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glBufferData(GL_ARRAY_BUFFER, texture->nverts * sizeof(Vertex), &texture->newverts[0].position.p[0], GL_DYNAMIC_DRAW);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s_indexBuffer);
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//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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int indexCount = texture->nverts;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glBindVertexArray(0);
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