Add WriteTri helpers funcs.
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@@ -270,6 +270,34 @@ FORCE_INLINE Render2DVertex MakeVertex(const Vector2& point, const Vector2& uv,
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};
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}
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void WriteTri(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& uv0, const Vector2& uv1, const Vector2& uv2, const Color& color0, const Color& color1, const Color& color2)
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{
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Render2DVertex tris[3];
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tris[0] = MakeVertex(p0, uv0, color0);
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tris[1] = MakeVertex(p1, uv1, color1);
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tris[2] = MakeVertex(p2, uv2, color2);
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VB.Write(tris, sizeof(tris));
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uint32 indices[3];
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indices[0] = VBIndex + 0;
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indices[1] = VBIndex + 1;
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indices[2] = VBIndex + 2;
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IB.Write(indices, sizeof(indices));
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VBIndex += 3;
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IBIndex += 3;
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}
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void WriteTri(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Color& color0, const Color& color1, const Color& color2)
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{
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WriteTri(p0, p1, p2, Vector2::Zero, Vector2::Zero, Vector2::Zero, color0, color1, color2);
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}
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void WriteTri(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& uv0, const Vector2& uv1, const Vector2& uv2)
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{
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WriteTri(p0, p1, p2, uv0, uv1, uv2, Color::Black, Color::Black, Color::Black);
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}
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void WriteRect(const Rectangle& rect, const Color& color1, const Color& color2, const Color& color3, const Color& color4)
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{
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const Vector2 uvUpperLeft = Vector2::Zero;
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