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Removal of my terrible idea.
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@ -123,36 +123,6 @@ void SWRenderer::DrawDebugText()
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SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
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}
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// XXX: We should /really/ be outputting textures to the texture image instead of this way.
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void SWRenderer::DrawButton(int texID, float *coords)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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static const GLfloat texverts[4][2] = {
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{0, 1},
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{0, 0},
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{1, 0},
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{1, 1}
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};
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glBindTexture(GL_TEXTURE_2D, texID);
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glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, coords);
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glEnableVertexAttribArray(attr_pos);
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glEnableVertexAttribArray(attr_tex);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uni_tex, 0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(attr_pos);
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glDisableVertexAttribArray(attr_tex);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_BLEND);
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}
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void SWRenderer::DrawTexture(u8 *texture, int width, int height)
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{
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GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
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