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@@ -55,6 +55,31 @@ void spriteBatchPush(
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SPRITEBATCH.spriteCount++;
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}
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void spriteBatchPush3D(
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texture_t *texture,
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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 uv0,
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const vec2 uv1
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) {
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// Need to flush?
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if(
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SPRITEBATCH.currentTexture != texture ||
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SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX
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) {
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spriteBatchFlush();
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SPRITEBATCH.currentTexture = texture;
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}
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quadBuffer3D(
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&SPRITEBATCH.vertices[SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT],
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min, max, color, uv0, uv1
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);
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SPRITEBATCH.spriteCount++;
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}
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void spriteBatchClear() {
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SPRITEBATCH.spriteCount = 0;
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SPRITEBATCH.currentTexture = NULL;
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