# Second performance clock for smaller operations
private var perf_clock_sprites = new Clock is lazy
- redef fun on_create
+ redef fun create_gamnit
do
super
+ create_flat
+ end
+ # Prepare the flat framework services
+ fun create_flat
+ do
var display = display
assert display != null
glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
end
+
+ sprites.reset
+ ui_sprites.reset
end
redef fun on_stop
do
+ super
+
# Clean up
simple_2d_program.delete
# draw
sprite_set.draw
+
+ assert glGetError == gl_NO_ERROR
end
# Draw world sprites from `sprites`
for sprite in sprites_to_remap do
# Skip if it was removed from this set after being modified
- if sprite.context != self then continue
+ if sprite.sprite_set != self then continue
unmap_sprite sprite
map_sprite sprite
for c in contexts_items do c.destroy
contexts_map.clear
contexts_items.clear
+ sprites_to_remap.clear
+ end
+
+ private fun reset
+ do
+ for sprite in self do
+ sprite.context = null
+ end
+
+ for c in contexts_items do c.destroy
+ contexts_map.clear
+ contexts_items.clear
+ sprites_to_remap.clear
+
+ for sprite in self do
+ map_sprite sprite
+ end
end
end