Removed redundant set_texture() and add_texture() functions
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27964af494
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4c815ef2a3
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@ -28,14 +28,6 @@
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// Used to set the size of the particles. Will clear
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// all previously loaded textures and animations.
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////////////////////////////////////////////////////////////////////
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INLINE void SpriteParticleRenderer::
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set_texture(Texture *tex, const string &tex_path, float texels_per_unit) {
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set_texture(tex,texels_per_unit);
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//moved to "set_texture(Texture *tex, float texels_per_unit)" for backwards compatibility
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//get_last_anim()->set_source_info(tex_path);
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}
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INLINE void SpriteParticleRenderer::
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set_texture(Texture *tex, float texels_per_unit) {
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if (tex != (Texture *)NULL) {
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@ -43,10 +35,7 @@ set_texture(Texture *tex, float texels_per_unit) {
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_anims.clear();
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// Insert the single texture
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// For some reason sprite particles are rendering flipped in the horizontal direction.
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// This is a hack to fix it for now.
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//_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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_anims.push_back(new SpriteAnim(tex,TexCoordf(1.0f, 0.0f),TexCoordf(0.0f, 1.0f)));
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_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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// We scale the particle size by the size of the texture.
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set_size(tex->get_x_size() / texels_per_unit,
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@ -64,16 +53,6 @@ set_texture(Texture *tex, float texels_per_unit) {
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// particle birth. This should only be called after
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// a previous call to set_texture().
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////////////////////////////////////////////////////////////////////
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INLINE void SpriteParticleRenderer::
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add_texture(Texture *tex, const string &tex_path, float texels_per_unit, bool resize) {
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int anim_count = _anims.size();
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add_texture(tex,texels_per_unit,resize);
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if (anim_count < (int)_anims.size()) {
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get_last_anim()->set_source_info(tex_path);
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}
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}
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INLINE void SpriteParticleRenderer::
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add_texture(Texture *tex, float texels_per_unit, bool resize) {
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if (_anims.size() == 0) {
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@ -81,16 +60,14 @@ add_texture(Texture *tex, float texels_per_unit, bool resize) {
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} else {
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if(tex != (Texture *)NULL) {
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if (tex != (Texture *)NULL) {
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// For some reason sprite particles are rendering flipped in the horizontal direction.
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// This is a hack to fix it for now.
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//_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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_anims.push_back(new SpriteAnim(tex,TexCoordf(1.0f, 0.0f),TexCoordf(0.0f, 1.0f)));
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_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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}
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if(resize) {
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// We scale the particle size by the size of the texture.
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set_size(tex->get_x_size() / texels_per_unit,
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tex->get_y_size() / texels_per_unit);
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}
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get_last_anim()->set_source_info(tex->get_filename());
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init_geoms();
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}
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}
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@ -176,9 +176,7 @@ PUBLISHED:
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void add_from_node(const NodePath &node_path, const string &model, const string &node, bool size_from_texels = false, bool resize = false);
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INLINE void set_texture(Texture *tex, float texels_per_unit = 1.0f);
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INLINE void set_texture(Texture *tex, const string &tex_path, float texels_per_unit = 1.0f);
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INLINE void add_texture(Texture *tex, float texels_per_unit = 1.0f, bool resize = false);
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INLINE void add_texture(Texture *tex, const string &tex_path, float texels_per_unit = 1.0f, bool resize = false);
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INLINE void remove_animation(const int n);
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INLINE void set_ll_uv(const TexCoordf &ll_uv);
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INLINE void set_ll_uv(const TexCoordf &ll_uv, const int anim, const int frame);
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