GPU: Implement basic rectangle rendering
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@ -283,8 +283,9 @@ void GPU_HW_OpenGL::FlushRender()
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glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
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reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
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glDrawArrays(m_batch_command.quad_polygon ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0,
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static_cast<GLsizei>(m_batch_vertices.size()));
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const bool is_strip = ((m_batch_command.primitive == Primitive::Polygon && m_batch_command.quad_polygon) ||
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m_batch_command.primitive == Primitive::Rectangle);
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glDrawArrays(is_strip ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, static_cast<GLsizei>(m_batch_vertices.size()));
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m_batch_vertices.clear();
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}
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