
Easy GL2D(FB.IMAGE compatible)

Description:
          Easy GL2D is a very simple 2d OpenGL rendering engine.
	It is made with two simple things in mind: Speed and eas of use.
	Everything is function based so just about any programming
	design pattern can be used in conjunction with easy GL2D.
	      This started as a proof of concept 2 days ago for
	a tutorial I was making but people got interested so I
	added a few more stuff to be a complete rendering engine.
	
	Relminator(Richard Eric M. Lope) 08/19/2010
	http://rel.betterwebber.com/

	*Use this with my texture packer and it would
         be very easy to construct an engine.
         
	Texturepacker
	http://rel.betterwebber.com/junk.php?id=106
         

**Everything is the same as the standard mode except that:

*******1. all calls to "byref image as Tglsprite" has been changed to
          "byval spr as image ptr"

*******2. Calling the sprite routines needs casting
          ie.
          PUT (310,30), images(81)
   
          becomes:

          gl2d.sprite(310,30,cast(gl2d.image ptr, images(81)))
	
            * no way to go around this as of the moment as we cannot undef stuff
              inside namespaces

*******3. init_sprites() changed prototypes (a lot simpler now)

*******4. Added load_image_to_HW(byval spr as image ptr) 
          * Loads an FB.image to texture
          * See example file
 

	
Features:

	Easy to use (It's FB compatible duh!?)
	Very fast
	No dependencies except FB, OpenGL and GLU
	Able to support standard FBGFX BMPs
	OpenGL states(color, AA, blending, etc) can be applied
        to any primitive or sprite.	
	Full hardware
	
Limitations:
    Full hardware
	Author is lazy

	
	* See the demo if you like it.

Code constributions:

    Michael "h4tt3n" Nissen (Fast ellipse code)
    Landeel (Linux screensync)
	
Greetz:
    DR_D
    Lachie
    LOJ
    AAP (Most of the sprites are his)
    All the FB guys
    All the guys at DBF
    All the guys at QB64
    All the guys at Devkitpro and GBAdev



Update ver 0.5

    Fixed:
      1. pixel inconsistency in sprite rendering
      2. Filled primitive stuff discrepancy
    Added:
      Vsynch
      Ellipse
      Made a version compatible with FB.IMAGE

Update ver 0.4

    Added more primitives
    Glowline looks better
    More sprite stretching
    Many more stuff I'm too lazy to document