very important optimization
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parent
e628301f48
commit
f8a2d3c112
3 changed files with 39 additions and 6 deletions
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@ -1,4 +0,0 @@
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w = 800
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h = 600
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28
resources/models/hud.obj
Normal file
28
resources/models/hud.obj
Normal file
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@ -0,0 +1,28 @@
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# Blender v2.79 (sub 0) OBJ File: 'hud.blend'
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# www.blender.org
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v -400.000000 300.000000 0.000000
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v 400.000000 300.000000 0.000000
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v -400.000000 -300.000000 0.000000
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v 400.000000 -300.000000 0.000000
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v -360.000000 -280.000000 0.000000
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v 120.000000 280.000000 0.000000
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v 120.000000 -280.000000 0.000000
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v -360.000000 280.000000 0.000000
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vt 1.000000 0.000000
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vt 0.650000 0.966667
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vt 0.650000 0.033333
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 0.050000 0.966667
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vt 0.050000 0.033333
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vt 1.000000 1.000000
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vn 0.0000 0.0000 -1.0000
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s off
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f 2/1/1 7/2/1 6/3/1
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f 3/4/1 1/5/1 5/6/1
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f 8/7/1 1/5/1 6/3/1
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f 1/5/1 2/1/1 6/3/1
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f 2/1/1 4/8/1 7/2/1
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f 1/5/1 8/7/1 5/6/1
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f 5/6/1 7/2/1 3/4/1
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f 7/2/1 4/8/1 3/4/1
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@ -288,11 +288,15 @@ void stage_draw_init(void) {
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"hud/heart",
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"hud/star",
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"star",
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"hud",
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NULL);
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preload_resources(RES_TEXTURE, RESF_PERMANENT,
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"titletransition",
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"hud",
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NULL);
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preload_resources(RES_MODEL, RESF_PERMANENT,
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"hud",
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NULL);
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preload_resources(RES_SHADER_PROGRAM, RESF_PERMANENT,
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@ -1220,7 +1224,12 @@ static void stage_draw_framerate_graphs(void) {
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void stage_draw_hud(void) {
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// Background
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draw_sprite(SCREEN_W/2.0, SCREEN_H/2.0, "hud");
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r_mat_push();
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r_mat_translate(SCREEN_W*0.5, SCREEN_H*0.5, 0);
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r_shader_standard();
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r_uniform_sampler("tex", "hud");
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r_draw_model("hud");
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r_mat_pop();
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// TODO: refactor this whole mess of arcane magic numbers into something more sensible
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// hahaha who am I kidding, nobody is gonna do that.
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