gfx2d: use latest mach.math API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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578bd4f22c
commit
b96e8ac995
1 changed files with 4 additions and 4 deletions
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@ -6,7 +6,7 @@ const Engine = @import("../engine.zig").Engine;
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const mach = @import("../main.zig");
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const math = mach.math;
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const mat = math.mat;
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const vec2 = math.vec2;
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const Vec2 = math.Vec2;
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const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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@ -161,10 +161,10 @@ pub fn engineSprite2dInit(
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.sprite_transforms = sprite_transforms,
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.sprite_uv_transforms = sprite_uv_transforms,
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.sprite_sizes = sprite_sizes,
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.texture_size = Vec2{
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.texture_size = vec2(
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@as(f32, @floatFromInt(sprite2d.state.texture.getWidth())),
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@as(f32, @floatFromInt(sprite2d.state.texture.getHeight())),
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},
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),
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.texture = sprite2d.state.texture,
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};
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shader_module.release();
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@ -202,7 +202,7 @@ pub fn tick(
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});
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// Update uniform buffer
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const ortho = mat.ortho(
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const ortho = Mat4x4.ortho(
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-@as(f32, @floatFromInt(core.size().width)) / 2,
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@as(f32, @floatFromInt(core.size().width)) / 2,
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-@as(f32, @floatFromInt(core.size().height)) / 2,
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