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framebuffer incl. color deficiency handling working
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@ -401,7 +401,7 @@ void text_calculate_dimensions(
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// @todo implement shadow (offset + angle + diffuse) or should this be a shader only thing? if so this would be a problem for us since we are handling text in the same shader as simple shapes
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// we might want to implement distance field font atlas
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f32 vertex_text_create(
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v2_f32 vertex_text_create(
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Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex,
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f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v,
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const Font* __restrict font, const char* __restrict text, f32 size, f32 color_index = 0
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@ -438,7 +438,7 @@ f32 vertex_text_create(
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int32 first_char = is_ascii ? text[0] : utf8_get_char_at(text, 0);
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f32 offset_x = x;
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for (int32 i = (first_char == '\n' ? 1 : 0); i < length; ++i) {
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for (int32 i = 0; i < length; ++i) {
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int32 character = is_ascii ? text[i] : utf8_get_char_at(text, i);
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if (character == '\n') {
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y -= font->line_height * scale;
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@ -489,7 +489,7 @@ f32 vertex_text_create(
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// This way we can ensure no overflow easily
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// @todo implement line alignment, currently only total alignment is considered
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return offset_x;
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return {offset_x, y};
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}
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// @todo implement shadow (offset + angle + diffuse) or should this be a shader only thing? if so this would be a problem for us since we are handling text in the same shader as simple shapes
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