Incorrect assumption that strings only needed degenerate vertexes at the start
and end of each string instead of characters causing render "wings" between
separate strings.
Fix render-group not switching to next group if current group is full.
Degenerate triangles allows a single triangle strip call to be called on
multiple independent triangles without "connecting" strips inbetween the
triangles.
Render all entities with the same texture in one call. Currently only
implemented for humanoid entities. Since we are rendering using triangle strips,
between entities there is invalid rastered data between entities. Using
degenerate triangles this may be mitigated, by indicating to OGL which triangles
it can skip in the rendering process.
Attempting to add child weapon data to an entity has revealed the need for an
entity origin to which children start transformations from. Worth exploring
scene graphs in the future.
Parse input was computing irrelevant data. The function has been inlined
and extraneous computations in the function has been moved to the
appropriate locations.
Main change is switching the camera to use a rectangle. There is no rect
change in renderer for grouping size and position together. Due to
noticing the use case of rendering- where it's convenient to be able to
offset the rectangle from the position value when passed into the
function explicitly without having to re-create offset Rectangle structs
to pass in.
Begin switching over to using Rect instead of V4s for rectangle operations
for added semantics of pos and size, instead of 2 coordinate points. There
are more meaningful rectangle operations based on its position and
size. By providing that upfront it's more intuitive and convenient
than deducing size from subtracting two vector elements.