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authorYann Herklotz <ymherklotz@gmail.com>2018-05-18 19:56:58 +0100
committerYann Herklotz <ymherklotz@gmail.com>2018-05-18 19:56:58 +0100
commit41d0c68c9fadea552002613f0f62433c3858d0a2 (patch)
tree32fe3c8615c0226e38ae3faea52412a7ada8d0b8 /yage/render/batch.h
parent5c4c0ca30911b5129b32142b430bb6be1baf0e47 (diff)
downloadYAGE-41d0c68c9fadea552002613f0f62433c3858d0a2.tar.gz
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-/** ---------------------------------------------------------------------------
- * @file: batch.h
- *
- * Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
- * MIT License, see LICENSE file for more details.
- * ----------------------------------------------------------------------------
- */
-
-#ifndef YAGE_CORE_BATCH_H
-#define YAGE_CORE_BATCH_H
-
-namespace yage
-{
-
-/** The Batch class will be the base class for all the different batching
- * processes that might use different shaders and attributes. This is necessary
- * because when we use a different shader, we have to bind a specific number
- * of attributes, and we might not always want to have a texture, colours and
- * coordinates, for example, when only using simple shapes.
- *
- * Batching
- * ========
- * The purpose of batching is to combine all sprites that use the same textures
- * so that the textures does not have to be switched out on the gpu very often.
- * This produces a much more efficient rendering process. An implementation of
- * this can be seen in the SpriteBatch class, as it sorts and renders the
- * objects you give it.
- *
- * The reason this base class exists, is because it makes it easier to also
- * render objects that may not need a texture, or may require multiple textures
- * or different attributes.
- */
-class Batch
-{
-public:
- virtual bool init();
- virtual void begin();
- virtual void end();
- virtual void render();
-};
-
-} // namespace yage
-
-#endif