Flip font texture vertically on atlas creation
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@ -210,7 +210,7 @@ const i32 asset_loadTTFont(const char *filePath)
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i32 glyphsRemaining = numGlyphs;
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i32 glyphsOnCurrRow = glyphsPerRow;
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for (i32 row = 0; row < MAX_TEXTURE_SIZE; row++)
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for (i32 row = MAX_TEXTURE_SIZE-1; row >= 0; row--)
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{
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u32 *destRow = fontBitmap + (row * MAX_TEXTURE_SIZE);
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for (i32 glyphIndex = 0; glyphIndex < glyphsOnCurrRow;
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@ -305,6 +305,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
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i32 quadIndex = 0;
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/* Render background tiles */
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const v2 tileSize = V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
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const v2 vertexNdcFactor = V2(1.0f / state->width, 1.0f / state->height);
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for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
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@ -336,14 +337,16 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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renderer_object(&state->renderer, V2(0.0f, 0.0f), screenSize, 0.0f,
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V3(0, 0, 0), worldTex);
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/* Render font sheet */
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Texture *font = asset_getTexture(texlist_font);
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v4 fontTexRect = V4(0.0f, 1.0f, 1.0f, 0.0);
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RenderQuad fontQuad = renderer_createDefaultQuad(fontTexRect);
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updateBufferObject(&state->renderer, &fontQuad, 1);
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renderer_object(&state->renderer, V2(128.0f, 128.0f),
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renderer_object(&state->renderer, V2(300.0f, -300.0f),
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V2(CAST(f32)font->width, CAST(f32)font->height), 0.0f,
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V3(0, 0, 0), font);
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/* Render entities */
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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Entity *const hero = &state->entityList[state->heroIndex];
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texNdcFactor = 1.0f / CAST(f32) hero->tex->width;
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