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authorYann Herklotz <ymherklotz@gmail.com>2017-12-25 13:54:09 +0000
committerYann Herklotz <ymherklotz@gmail.com>2017-12-25 13:54:09 +0000
commitf949692714e72a0e2d45ebb6a5d698424ab71dee (patch)
treecfab638d8c4d35c297e981773cfee1a9af3490ee /yage/render/batch.h
parent022a4bdd81332ce67d799be6a06afb42ae45ac2e (diff)
downloadYAGE-f949692714e72a0e2d45ebb6a5d698424ab71dee.tar.gz
YAGE-f949692714e72a0e2d45ebb6a5d698424ab71dee.zip
[Broken] Reorganising and fixing.
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+#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 draw();
+ virtual void render();
+
+protected:
+};
+
+} // namespace yage
+
+#endif