make RenderTextLabel OpenGLRenderable
render CamDrawSize in uniform way
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@@ -1257,12 +1257,13 @@ inline void ArbitraryMeshTriangle_sumTangents( ArbitraryMeshVertex& a, Arbitrary
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}
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class RenderTextLabel
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class RenderTextLabel : public OpenGLRenderable
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{
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unsigned int width;
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unsigned int height;
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public:
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GLuint tex = 0;
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unsigned int subTex = 0;
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Vector2 screenPos;
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~RenderTextLabel(){
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texFree();
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@@ -1280,7 +1281,7 @@ public:
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tex = 0;
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}
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}
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void render( unsigned int subTex ) const {
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void render( RenderStateFlags state ) const {
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if( tex > 0 ){
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glBindTexture( GL_TEXTURE_2D, tex );
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//Here we draw the texturemaped quads.
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