/** Adds an axis-aligned quad to the current render operation. {@code left, top, right, bottom} * define the bounds of the quad. {@code sl, st, sr, sb} define the texture coordinates. */ public void addQuad(float m00, float m01, float m10, float m11, float tx, float ty, float left, float top, float right, float bottom, float sl, float st, float sr, float sb) { texCore.addQuad(m00, m01, m10, m11, tx, ty, left, top, sl, st, right, top, sr, st, left, bottom, sl, sb, right, bottom, sr, sb); if (GLContext.STATS_ENABLED) ctx.stats.quadsRendered++; }
/** Adds an axis-aligned quad to the current render operation. {@code left, top, right, bottom} * define the bounds of the quad. {@code sl, st, sr, sb} define the texture coordinates. */ public void addQuad(InternalTransform local, float left, float top, float right, float bottom, float sl, float st, float sr, float sb) { texCore.addQuad(local.m00(), local.m01(), local.m10(), local.m11(), local.tx(), local.ty(), left, top, sl, st, right, top, sr, st, left, bottom, sl, sb, right, bottom, sr, sb); if (GLContext.STATS_ENABLED) ctx.stats.quadsRendered++; }