/** * Adds a collection of textured triangles to the current render operation. See * {@link #addTris(Texture,int,AffineTransform,float[],int,int,float,float,int[],int,int,int)} * for parameter documentation. * * @param sxys a list of sx/sy texture coordinates as: {@code [sx1, sy1, sx2, sy2, ...]}. This * must be of the same length as {@code xys}. */ public void addTris (Texture tex, int tint, AffineTransform xf, float[] xys, float[] sxys, int xysOffset, int xysLen, int[] indices, int indicesOffset, int indicesLen, int indexBase) { setTexture(tex); prepare(tint, xf); addTris(xys, sxys, xysOffset, xysLen, indices, indicesOffset, indicesLen, indexBase); }
/** * Adds a collection of textured triangles to the current render operation. See * {@link #addTris(Texture,int,AffineTransform,float[],int,int,float,float,int[],int,int,int)} * for parameter documentation. * * @param sxys a list of sx/sy texture coordinates as: {@code [sx1, sy1, sx2, sy2, ...]}. This * must be of the same length as {@code xys}. */ public void addTris (Texture tex, int tint, AffineTransform xf, float[] xys, float[] sxys, int xysOffset, int xysLen, int[] indices, int indicesOffset, int indicesLen, int indexBase) { setTexture(tex); prepare(tint, xf); addTris(xys, sxys, xysOffset, xysLen, indices, indicesOffset, indicesLen, indexBase); }
float[] xys, int xysOffset, int xysLen, float tw, float th, int[] indices, int indicesOffset, int indicesLen, int indexBase) { setTexture(tex); prepare(tint, xf); addTris(xys, xysOffset, xysLen, tw, th, indices, indicesOffset, indicesLen, indexBase);
float[] xys, int xysOffset, int xysLen, float tw, float th, int[] indices, int indicesOffset, int indicesLen, int indexBase) { setTexture(tex); prepare(tint, xf); addTris(xys, xysOffset, xysLen, tw, th, indices, indicesOffset, indicesLen, indexBase);