From 41d0c68c9fadea552002613f0f62433c3858d0a2 Mon Sep 17 00:00:00 2001 From: Yann Herklotz Date: Fri, 18 May 2018 19:56:58 +0100 Subject: Deleting and cleaning up repository --- yage/render/batch.h | 44 -------------------------------------------- 1 file changed, 44 deletions(-) delete mode 100644 yage/render/batch.h (limited to 'yage/render/batch.h') diff --git a/yage/render/batch.h b/yage/render/batch.h deleted file mode 100644 index 45bf4b31..00000000 --- a/yage/render/batch.h +++ /dev/null @@ -1,44 +0,0 @@ -/** --------------------------------------------------------------------------- - * @file: batch.h - * - * Copyright (c) 2017 Yann Herklotz Grave - * 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 -- cgit