15 const static float scale = 4.0f;
 
   19 Sprite::Sprite(
int tile, 
int x, 
int y, 
int width, 
int height) : texture(tile) {
 
   23     int width2 = (int)(width * 
scale);
 
   24     int height2 = (int)(height * scale);
 
   26     std::vector<glm::vec2> uv;
 
   31     uv.emplace_back(uv.at(0));
 
   32     uv.emplace_back(uv.at(2));
 
   34     std::vector<glm::vec3> vert;
 
   35     vert.emplace_back(
float(-width2) / 2.0f, 0.0f, 0.0f);
 
   36     vert.emplace_back(
float(-width2) / 2.0f, 
float(-height2), 0.0f);
 
   37     vert.emplace_back(
float(width2) / 2.0f, 
float(-height2), 0.0f);
 
   38     vert.emplace_back(
float(width2) / 2.0f, 0.0f, 0.0f);
 
   39     vert.emplace_back(vert.at(0));
 
   40     vert.emplace_back(vert.at(2));
 
   45     uv2D = glm::vec4(uv.at(0), uv.at(2));
 
void bufferData(int elem, int size, void *data)
 
static const int texelOffset
 
Sprite(int tile, int x, int y, int width, int height)
 
static void drawGL(ShaderBuffer &vertices, ShaderBuffer &uvs, glm::vec4 color, unsigned int texture, TextureStorage store=TextureStorage::SYSTEM, unsigned int mode=GL_TRIANGLES, ShaderTexture *target=nullptr, Shader &shader=textShader)
 
void display(glm::mat4 MVP)
 
Sprite & getSprite(unsigned long index)
 
#define assertGreaterThanEqual(x, y)
 
static const float texelScale
 
#define assertLessThan(x, y)
 
void display(glm::mat4 MVP, int index)