Debugging, cleanup
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@@ -14,7 +14,7 @@ import io.anuke.arc.util.Disposable;
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public class IndexedRenderer implements Disposable{
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private final static int vsize = 5;
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private Shader program = createDefaultShader();
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private Shader program = BatchShader.create();
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private Mesh mesh;
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private float[] tmpVerts = new float[vsize * 6];
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private float[] vertices;
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@@ -28,33 +28,6 @@ public class IndexedRenderer implements Disposable{
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resize(sprites);
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}
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static public Shader createDefaultShader(){
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String vertexShader = "attribute vec4 " + Shader.POSITION_ATTRIBUTE + ";\n" //
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+ "attribute vec2 " + Shader.TEXCOORD_ATTRIBUTE + "0;\n" //
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+ "uniform mat4 u_projTrans;\n" //
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+ "varying vec2 v_texCoords;\n" //
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+ "\n" //
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+ "void main()\n" //
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+ "{\n" //
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+ " v_texCoords = " + Shader.TEXCOORD_ATTRIBUTE + "0;\n" //
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+ " gl_Position = u_projTrans * " + Shader.POSITION_ATTRIBUTE + ";\n" //
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+ "}\n";
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String fragmentShader = "#ifdef GL_ES\n" //
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+ "#define LOWP lowp\n" //
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+ "precision mediump float;\n" //
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+ "#else\n" //
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+ "#define LOWP \n" //
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+ "#endif\n" //
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+ "varying vec2 v_texCoords;\n" //
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+ "uniform sampler2D u_texture;\n" //
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+ "void main()\n"//
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+ "{\n" //
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+ " gl_FragColor = texture2D(u_texture, v_texCoords);\n" //
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+ "}";
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return new Shader(vertexShader, fragmentShader);
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}
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public void render(Texture texture){
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Core.gl.glEnable(GL20.GL_BLEND);
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@@ -67,6 +67,8 @@ public class MinimapRenderer implements Disposable{
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}
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public void drawEntities(float x, float y, float w, float h){
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updateUnitArray();
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int sz = baseSize * zoom;
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float dx = (Core.camera.position.x / tilesize);
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float dy = (Core.camera.position.y / tilesize);
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