# HG changeset patch # User unc0rr # Date 1237743552 0 # Node ID 5be17e24751a64639b97c27e450d739f37013813 # Parent a104432e8301cc007203aba3db8e0f419bc34c32 Use GL_TRIANGLE_FAN instead of GL_TRIANGLES (more efficient) diff -r a104432e8301 -r 5be17e24751a hedgewars/uConsts.pas --- a/hedgewars/uConsts.pas Sun Mar 22 14:35:45 2009 +0000 +++ b/hedgewars/uConsts.pas Sun Mar 22 17:39:12 2009 +0000 @@ -492,8 +492,8 @@ Width: 32; Height: 32; saveSurf: false), // sprHandPlane (FileName: 'Utility'; Path: ptGraphics; AltPath: ptNone; Texture: nil; Surface: nil; Width: 48; Height: 48; saveSurf: false), // sprUtility - (FileName: 'Invulnerable'; Path: ptHedgehog;AltPath: ptNone; Texture: nil; Surface: nil; - Width: 48; Height: 48; saveSurf: false) // sprInvulnerable + (FileName:'Invulnerable';Path: ptHedgehog; AltPath: ptNone; Texture: nil; Surface: nil; + Width: 48; Height: 48; saveSurf: false) // sprInvulnerable ); Wavez: array [TWave] of record diff -r a104432e8301 -r 5be17e24751a hedgewars/uStore.pas --- a/hedgewars/uStore.pas Sun Mar 22 14:35:45 2009 +0000 +++ b/hedgewars/uStore.pas Sun Mar 22 17:39:12 2009 +0000 @@ -348,7 +348,7 @@ end; procedure DrawTexture(X, Y: LongInt; Texture: PTexture); -var VertexBuffer, TextureBuffer: array [0..5] of TVertex2f; +var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; begin glPushMatrix; glTranslatef(X, Y, 0); @@ -363,8 +363,6 @@ VertexBuffer[2].Y:= Texture^.h; VertexBuffer[3].X:= 0; VertexBuffer[3].Y:= Texture^.h; -VertexBuffer[4]:= VertexBuffer[0]; -VertexBuffer[5]:= VertexBuffer[2]; TextureBuffer[0].X:= 0; TextureBuffer[0].Y:= 0; @@ -374,15 +372,13 @@ TextureBuffer[2].Y:= Texture^.ry; TextureBuffer[3].X:= 0; TextureBuffer[3].Y:= Texture^.ry; -TextureBuffer[4]:= TextureBuffer[0]; -TextureBuffer[5]:= TextureBuffer[2]; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); -glDrawArrays(GL_TRIANGLES, 0, Length(VertexBuffer)); +glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);