ParticleSystem: Using of GL_TRIANGLES for GLES2 and upper; GL_QUADS otherwise
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@ -394,16 +394,16 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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case osgParticle::Particle::HEXAGON:
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case osgParticle::Particle::QUAD:
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{
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osg::Vec3 c0(xpos-p1-p2);
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osg::Vec2 t0(s_coord, t_coord);
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osg::Vec3 c1(xpos+p1-p2);
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osg::Vec2 t1(s_coord+s_tile, t_coord);
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osg::Vec3 c2(xpos+p1+p2);
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osg::Vec2 t2(s_coord+s_tile, t_coord+t_tile);
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osg::Vec3 c3(xpos-p1+p2);
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osg::Vec2 t3(s_coord, t_coord+t_tile);
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const osg::Vec3 c0(xpos-p1-p2);
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const osg::Vec2 t0(s_coord, t_coord);
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const osg::Vec3 c1(xpos+p1-p2);
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const osg::Vec2 t1(s_coord+s_tile, t_coord);
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const osg::Vec3 c2(xpos+p1+p2);
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const osg::Vec2 t2(s_coord+s_tile, t_coord+t_tile);
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const osg::Vec3 c3(xpos-p1+p2);
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const osg::Vec2 t3(s_coord, t_coord+t_tile);
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// first triangle
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// First 3 points (and texcoords) of quad or triangle
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vertices.push_back(c0);
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vertices.push_back(c1);
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vertices.push_back(c2);
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@ -411,24 +411,36 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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texcoords.push_back(t1);
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texcoords.push_back(t2);
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// second triangle
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#if !defined(OSG_GLES2_AVAILABLE)
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const unsigned int count = 4;
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const GLenum mode = GL_QUADS;
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// Last point (and texcoord) of quad
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vertices.push_back(c3);
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texcoords.push_back(t3);
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#else
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// No GL_QUADS mode on GLES2 and upper
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const unsigned int count = 6;
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const GLenum mode = GL_TRIANGLES;
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// Second triangle
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vertices.push_back(c2);
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vertices.push_back(c3);
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vertices.push_back(c0);
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texcoords.push_back(t2);
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texcoords.push_back(t3);
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texcoords.push_back(t0);
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for (int j = 0; j < 6; ++j)
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#endif
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for (unsigned int j = 0; j < count; ++j)
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colors.push_back(color);
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if (!primitives.empty() && primitives.back().first==GL_TRIANGLES)
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if (!primitives.empty() && primitives.back().first == mode)
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{
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primitives.back().second+=6;
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primitives.back().second += count;
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}
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else
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{
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primitives.push_back(ArrayData::ModeCount(GL_TRIANGLES,6));
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primitives.push_back(ArrayData::ModeCount(mode, count));
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}
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break;
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