WARNING: REMOVED: DrawTextureQuad()

This function can be easely replicated using `DrawtexturePro()` and actually it was doing some assumptions not transparent to the user. Even the function name was confusing. No example was available for it and actually noone requested one example.
This commit is contained in:
Ray
2022-11-10 10:11:28 +01:00
parent 84a2a88572
commit 7f68c65406
2 changed files with 2 additions and 16 deletions

View File

@@ -3611,19 +3611,6 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
}
}
// Draw texture quad with tiling and offset parameters
// NOTE: Tiling and offset should be provided considering normalized texture values [0..1]
// i.e tiling = { 1.0f, 1.0f } refers to all texture, offset = { 0.5f, 0.5f } moves texture origin to center
void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint)
{
// WARNING: This solution only works if TEXTURE_WRAP_REPEAT is supported,
// NPOT textures supported is required and OpenGL ES 2.0 could not support it
Rectangle source = { offset.x*texture.width, offset.y*texture.height, tiling.x*texture.width, tiling.y*texture.height };
Vector2 origin = { 0.0f, 0.0f };
DrawTexturePro(texture, source, quad, origin, 0.0f, tint);
}
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
// NOTE: For tilling a whole texture DrawTextureQuad() is better
void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)