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-rw-r--r--source/renderer/renderer.cpp10
-rw-r--r--source/todo.txt4
2 files changed, 6 insertions, 8 deletions
diff --git a/source/renderer/renderer.cpp b/source/renderer/renderer.cpp
index 14a7d56..2ba8887 100644
--- a/source/renderer/renderer.cpp
+++ b/source/renderer/renderer.cpp
@@ -539,8 +539,8 @@ void gl_render_text(
r32 liney = starty;
r32 render_scale = font_size/(r32)renderer->ui_text.pixel_size;
r32 font_scale = renderer->ui_text.scale*render_scale;
- memset(renderer->ui_text.transforms, 0, renderer->ui_text.chunk_size);
- memset(renderer->ui_text.char_indexes, 0, renderer->ui_text.chunk_size);
+ memset(renderer->ui_text.transforms, 0, sizeof(Mat4)*renderer->ui_text.chunk_size);
+ memset(renderer->ui_text.char_indexes, 0, sizeof(s32)*renderer->ui_text.chunk_size);
char *char_iter = text;
r32 baseline = -renderer->ui_text.bbox0.y*font_scale - font_size;
@@ -578,7 +578,7 @@ void gl_render_text(
char curr_char = *char_iter;
if (curr_char) {
- s32 kern = font_scale * stbtt_GetCodepointKernAdvance(&renderer->ui_text.font, prev_char, curr_char);
+ r32 kern = font_scale * stbtt_GetCodepointKernAdvance(&renderer->ui_text.font, prev_char, curr_char);
linex += kern;
}
running_index++;
@@ -609,6 +609,6 @@ void gl_text_flush(GLRenderer *renderer, u32 render_count) {
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, render_count);
- memset(renderer->ui_text.transforms, 0, render_count);
- memset(renderer->ui_text.char_indexes, 0, render_count);
+ memset(renderer->ui_text.transforms, 0, sizeof(Mat4)*renderer->ui_text.chunk_size);
+ memset(renderer->ui_text.char_indexes, 0, sizeof(s32)*renderer->ui_text.chunk_size);
}
diff --git a/source/todo.txt b/source/todo.txt
index a59d874..aa524cc 100644
--- a/source/todo.txt
+++ b/source/todo.txt
@@ -35,11 +35,9 @@ in the level file.
- Fix camera jerk on level load (just a bug)
- Fix collision for 1 block movement
- Refactor level loading functions
+- Port text rendering to stb_truetype
DOING:
-- Port text rendering to stb_truetype
- - multiline rendering
- - ignore spaces
TODO:
- Making levels