Simplified for loops in render systems.

This commit is contained in:
Marvin Blum
2016-08-19 00:04:05 +02:00
parent 69886eff00
commit bc624295be
5 changed files with 42 additions and 42 deletions

12
text.go
View File

@@ -423,15 +423,15 @@ func (r *TextRenderer) Update(delta float64) {
r.Shader.SendUniform1i(Default_shader_text_tex, 0)
r.Font.Tex.Bind()
for i := range r.texts {
if !r.texts[i].Visible {
for _, text := range r.texts {
if !text.Visible {
continue
}
r.texts[i].vao.Bind()
r.Shader.SendUniform4f(Default_shader_text_color, float32(r.texts[i].Color.X), float32(r.texts[i].Color.Y), float32(r.texts[i].Color.Z), float32(r.texts[i].Color.W))
r.Shader.SendMat3(Default_shader_text_model, *r.texts[i].CalcModel())
text.vao.Bind()
r.Shader.SendUniform4f(Default_shader_text_color, float32(text.Color.X), float32(text.Color.Y), float32(text.Color.Z), float32(text.Color.W))
r.Shader.SendMat3(Default_shader_text_model, *text.CalcModel())
gl.DrawElements(gl.TRIANGLES, r.texts[i].index.Size(), gl.UNSIGNED_INT, nil)
gl.DrawElements(gl.TRIANGLES, text.index.Size(), gl.UNSIGNED_INT, nil)
}
}