float tw, float th, int[] indices, int indicesOffset, int indicesLen, int indexBase) { texCore.addTriangles( local.m00(), local.m01(), local.m10(), local.m11(), local.tx(), local.ty(), xys, xysOffset, xysLen, tw, th, indices, indicesOffset, indicesLen, indexBase);
/** * Adds a collection of triangles to the current render operation. See * {@link #addTriangles(InternalTransform,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 addTriangles(InternalTransform local, float[] xys, float[] sxys, int xysOffset, int xysLen, int[] indices, int indicesOffset, int indicesLen, int indexBase) { texCore.addTriangles( local.m00(), local.m01(), local.m10(), local.m11(), local.tx(), local.ty(), xys, sxys, xysOffset, xysLen, indices, indicesOffset, indicesLen, indexBase); if (GLContext.STATS_ENABLED) ctx.stats.trisRendered += indicesLen/3; }