import com.badlogic.gdx.utils.NumberUtils;\r
\r
/** <p>\r
- * A PolyongSpriteBatch is used to draw 2D polygons that reference a texture (region). The class will batch the drawing commands\r
+ * A PolygonSpriteBatch is used to draw 2D polygons that reference a texture (region). The class will batch the drawing commands\r
* and optimize them for processing by the GPU.\r
- * </p>\r
- * \r
+ * <p>\r
* THIS STUFF IS WIP\r
- * \r
* <p>\r
- * To draw something with a PolyongSpriteBatch one has to first call the {@link PolygonSpriteBatch#begin()} method which will\r
+ * To draw something with a PolygonSpriteBatch one has to first call the {@link PolygonSpriteBatch#begin()} method which will\r
* setup appropriate render states. When you are done with drawing you have to call {@link PolygonSpriteBatch#end()} which will\r
* actually draw the things you specified.\r
- * </p>\r
- * \r
* <p>\r
- * All drawing commands of the PolyongSpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis\r
+ * All drawing commands of the PolygonSpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis\r
* pointing to the right, an y-axis pointing upwards and the origin is in the lower left corner of the screen. You can also\r
* provide your own transformation and projection matrices if you so wish.\r
- * </p>\r
- * \r
* <p>\r
- * A PolyongSpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a PolyongSpriteBatch uses internally\r
+ * A PolygonSpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a PolygonSpriteBatch uses internally\r
* get invalidated. A context is lost when a user switches to another application or receives an incoming call on Android. A\r
- * SpritPolyongSpriteBatcheBatch will be automatically reloaded after the OpenGL context is restored.\r
- * </p>\r
- * \r
+ * SpritPolygonSpriteBatcheBatch will be automatically reloaded after the OpenGL context is restored.\r
* <p>\r
- * A PolyongSpriteBatch is a pretty heavy object so you should only ever have one in your program.\r
- * </p>\r
- * \r
+ * A PolygonSpriteBatch is a pretty heavy object so you should only ever have one in your program.\r
* <p>\r
- * A PolyongSpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw\r
+ * A PolygonSpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw\r
* all provided sprites. You can set your own custom shader via {@link #setShader(ShaderProgram)}.\r
- * </p>\r
- * \r
* <p>\r
- * A PolyongSpriteBatch has to be disposed if it is no longer used.\r
- * </p>\r
- * \r
- * \r
+ * A PolygonSpriteBatch has to be disposed if it is no longer used.\r
* @author mzechner\r
* @author Stefan Bachmann\r
* @author Nathan Sweet */\r
this(size, null);\r
}\r
\r
- /** <p>\r
- * Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,\r
+ /** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,\r
* x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect\r
* with respect to the screen resolution.\r
- * </p>\r
- * \r
* <p>\r
* The size parameter specifies the maximum size of a single batch in number of vertices(!)\r
- * </p>\r
- * \r
* <p>\r
* The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than\r
* the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See the {@link #createDefaultShader()} method.\r
- * </p>\r
- * \r
* @param size the batch size in number of vertices(!)\r
* @param defaultShader the default shader to use. This is not owned by the SpriteBatch and must be disposed separately. */\r
public PolygonSpriteBatch (int size, ShaderProgram defaultShader) {\r
this(size, buffers, null);\r
}\r
\r
- /** <p>\r
- * Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,\r
+ /** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,\r
* x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect\r
* with respect to the screen resolution.\r
- * </p>\r
- * \r
* <p>\r
* The size parameter specifies the maximum size of a single batch in number of vertices(!)\r
- * </p>\r
- * \r
* <p>\r
* The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than\r
* the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See the {@link #createDefaultShader()} method.\r
- * </p>\r
- * \r
* @param size the batch size in number of vertices(!)\r
* @param buffers the number of buffers to use. only makes sense with VBOs. This is an expert function.\r
* @param defaultShader the default shader to use. This is not owned by the SpriteBatch and must be disposed separately. */\r
* which gets "0" appened to indicate the use of the first texture unit. The projection matrix is uploaded via a mat4 uniform\r
* called "u_proj", the transform matrix is uploaded via a uniform called "u_trans", the combined transform and projection\r
* matrx is is uploaded via a mat4 uniform called "u_projTrans". The texture sampler is passed via a uniform called\r
- * "u_texture".</p>\r
- * \r
- * Call this method with a null argument to use the default shader.</p>\r
- * \r
+ * "u_texture".\r
+ * <p>\r
+ * Call this method with a null argument to use the default shader.\r
+ * <p>\r
* This method will flush the batch before setting the new shader, you can call it in between {@link #begin()} and\r
* {@link #end()}.\r
- * \r
* @param shader the {@link ShaderProgram} or null to use the default shader. */\r
public void setShader (ShaderProgram shader) {\r
if (drawing) {\r