// internally used\r
virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);\r
\r
- //! draws a set of 2d images\r
- virtual void draw2DImageBatch(const video::ITexture* texture,\r
- const core::position2d<s32>& pos,\r
- const core::array<core::rect<s32> >& sourceRects,\r
- const core::array<s32>& indices, s32 kerningWidth = 0,\r
- const core::rect<s32>* clipRect = 0,\r
- SColor color = SColor(255, 255, 255, 255),\r
- bool useAlphaChannelOfTexture = false) override;\r
-\r
void draw2DImageBatch(const video::ITexture* texture,\r
const core::array<core::position2d<s32> >& positions,\r
const core::array<core::rect<s32> >& sourceRects,\r
//! Returns the maximum texture size supported.\r
core::dimension2du getMaxTextureSize() const override;\r
\r
- //! Draws a shadow volume into the stencil buffer.\r
- void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;\r
-\r
- //! Fills the stencil shadow with color.\r
- virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
- video::SColor leftUpEdge = video::SColor(0,0,0,0),\r
- video::SColor rightUpEdge = video::SColor(0,0,0,0),\r
- video::SColor leftDownEdge = video::SColor(0,0,0,0),\r
- video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;\r
-\r
//! sets a viewport\r
void setViewPort(const core::rect<s32>& area) override;\r
\r