int clip, int cx, int cy, int cw, int ch,
int r, int g, int b, int a)
{
- int pnum, nv, nc, nu, nt, i;
+ int pnum, nv, nc, i;
Eina_Bool blend = 0;
GLuint prog = gc->shared->shader[SHADER_RECT].prog;
int pn = 0;
gc->pipe[pn].array.use_texuv3 = 0;
pnum = gc->pipe[pn].array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
+ nv = pnum * 3; nc = pnum * 4;
gc->pipe[pn].array.num += 2;
array_alloc(gc, pn);
int x, int y, int w, int h,
int r, int g, int b, int a)
{
- int pnum, nv, nc, nu, nt, i;
+ int pnum, nv, nc, i;
Eina_Bool blend = 0;
GLuint prog = gc->shared->shader[SHADER_RECT].prog;
int pn = 0;
pipe_region_expand(gc, pn, x, y, w, h);
pnum = gc->pipe[pn].array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
+ nv = pnum * 3; nc = pnum * 4;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
int r, int g, int b, int a,
Eina_Bool smooth, Eina_Bool tex_only)
{
- int pnum, nv, nc, nu, nu2, nt, i;
+ int pnum, nv, nc, nu, i;
GLfloat tx1, tx2, ty1, ty2;
Eina_Bool blend = 1;
GLuint prog = gc->shared->shader[SHADER_IMG].prog;
pipe_region_expand(gc, pn, x, y, w, h);
pnum = gc->pipe[pn].array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2;
- nt = pnum * 4;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
int r, int g, int b, int a,
Eina_Bool smooth)
{
- int pnum, nv, nc, nu, nm, nt, i;
+ int pnum, nv, nc, nu, nm, i;
GLfloat tx1, tx2, ty1, ty2;
GLfloat txm1, txm2, tym1, tym2;
Eina_Bool blend = 1;
pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nm = pnum * 2; nu = pnum * 2;
- nt = pnum * 4;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
int x, int y, int w, int h,
int r, int g, int b, int a)
{
- int pnum, nv, nc, nu, nt, i;
+ int pnum, nv, nc, nu, i;
GLfloat tx1, tx2, ty1, ty2;
GLuint prog = gc->shared->shader[SHADER_FONT].prog;
int pn = 0;
pipe_region_expand(gc, pn, x, y, w, h);
pnum = gc->pipe[pn].array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
int r, int g, int b, int a,
Eina_Bool smooth)
{
- int pnum, nv, nc, nu, nu2, nu3, nt, i;
+ int pnum, nv, nc, nu, nu2, nu3, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Eina_Bool blend = 0;
GLuint prog;
pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
- nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ nu2 = pnum * 2; nu3 = pnum * 2;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
int r, int g, int b, int a,
Eina_Bool smooth)
{
- int pnum, nv, nc, nu, nu2, nu3, nt, i;
+ int pnum, nv, nc, nu, nu2, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Eina_Bool blend = 0;
GLuint prog;
pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
- nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ nu2 = pnum * 2;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
int r, int g, int b, int a,
Eina_Bool smooth)
{
- int pnum, nv, nc, nu, nu2, nu3, nt, i;
+ int pnum, nv, nc, nu, nu2, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Eina_Bool blend = 0;
GLuint prog;
pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
- nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ nu2 = pnum * 2;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);
Eina_Bool smooth, Eina_Bool tex_only,
Evas_Colorspace cspace)
{
- int pnum, nv, nc, nu, nu2, nu3, nt, i;
+ int pnum, nv, nc, nu, nu2, nu3, i;
const int points[6] = { 0, 1, 2, 0, 2, 3 };
int x = 0, y = 0, w = 0, h = 0, px = 0, py = 0;
GLfloat tx[4], ty[4], t2x[4], t2y[4];
pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2;
- nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ nu2 = pnum * 2; nu3 = pnum * 2;
gc->pipe[pn].array.num += 6;
array_alloc(gc, pn);