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  • Committer: Marten Richter \
  • Date: 2013-12-07 16:34:54 UTC
  • Revision ID: marten.richter@freenet.de-20131207163454-ssy014khpxtrgvq9
Add z-Ordering for rendering, fix some drawing glitches, change api for 3d rendering

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#include "graphic/compositemode.h"
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#include "point3d.h"
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#include "rect.h"
 
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#include "graphic/vector.h"
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#include "rgbcolor.h"
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/**
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        virtual uint16_t width() const = 0;
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        virtual uint16_t height() const = 0;
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        /// This tells the surface that 3d rendering is starting, of course using z ordering for alpha blended stuff
 
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        virtual void start_rendering3d(Vector z_proj) {};
 
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        /// end 3d rendering
 
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        virtual void end_rendering3d() {};
 
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        /// This draws a part of another surface to this surface
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        virtual void blit(const Point&, const Surface*, const Rect& srcrc, Composite cm = CM_Normal) = 0;
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