Back to floats.
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@@ -76,4 +76,53 @@ void quadBuffer(
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{ u0, v1 }, // UV
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{ minX, maxY, z } // Position
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};
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}
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void quadBuffer3D(
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meshvertex_t *vertices,
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const vec3 min,
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const vec3 max,
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const color_t color,
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const vec2 uvMin,
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const vec2 uvMax
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) {
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assertNotNull(vertices, "Vertices cannot be NULL");
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assertNotNull(min, "Min vector cannot be NULL");
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assertNotNull(max, "Max vector cannot be NULL");
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assertNotNull(uvMin, "UV Min vector cannot be NULL");
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assertNotNull(uvMax, "UV Max vector cannot be NULL");
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// First triangle
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vertices[0] = (meshvertex_t) {
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{ color.r, color.g, color.b, color.a }, // Color
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{ uvMin[0], uvMin[1] }, // UV
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{ min[0], min[1], min[2] } // Position
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};
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vertices[1] = (meshvertex_t) {
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{ color.r, color.g, color.b, color.a }, // Color
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{ uvMax[0], uvMin[1] }, // UV
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{ max[0], min[1], min[2] } // Position
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};
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vertices[2] = (meshvertex_t) {
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{ color.r, color.g, color.b, color.a }, // Color
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{ uvMax[0], uvMax[1] }, // UV
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{ max[0], max[1], min[2] } // Position
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};
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// Second triangle
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vertices[3] = (meshvertex_t) {
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{ color.r, color.g, color.b, color.a }, // Color
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{ uvMin[0], uvMin[1] }, // UV
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{ min[0], min[1], min[2] } // Position
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};
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vertices[4] = (meshvertex_t) {
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{ color.r, color.g, color.b, color.a }, // Color
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{ uvMax[0], uvMax[1] }, // UV
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{ max[0], max[1], min[2] } // Position
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};
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vertices[5] = (meshvertex_t) {
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{ color.r, color.g, color.b, color.a }, // Color
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{ uvMin[0], uvMax[1] }, // UV
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{ min[0], max[1], min[2] } // Position
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};
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}
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@@ -45,4 +45,23 @@ void quadBuffer(
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const float_t v0,
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const float_t u1,
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const float_t v1
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);
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/**
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* Buffers a 3D quad into the provided vertex array.
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*
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* @param vertices The vertex array to buffer into.
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* @param min The minimum XYZ coordinates of the quad.
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* @param max The maximum XYZ coordinates of the quad.
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* @param color The color of the quad.
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* @param uvMin The minimum UV coordinates of the quad.
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* @param uvMax The maximum UV coordinates of the quad.
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*/
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void quadBuffer3D(
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meshvertex_t *vertices,
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const vec3 min,
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const vec3 max,
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const color_t color,
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const vec2 uvMin,
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const vec2 uvMax
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);
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