optimised font texture sizes
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a4e10a8e39
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@ -40,7 +40,7 @@ void font::init()
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return;
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}
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int size = 1024;
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int size = 256;
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float m = 1.0f / size;
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FT_Set_Pixel_Sizes(face, 0, size);
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@ -75,13 +75,13 @@ void window::create()
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MeshScene.load_model("../assets", "scene.obj");
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glm::mat4 mat = glm::mat4(1);
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mat = glm::translate(mat, glm::vec3(-2.949, -1.7778, 3));
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mat = glm::translate(mat, glm::vec3(-2.949, -1.7778 + 0.05, 3 - 0.05));
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mat = glm::rotate(mat, glm::radians<float>(-90), glm::vec3(1, 0, 0));
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mat = glm::rotate(mat, glm::radians<float>(-90), glm::vec3(0, 1, 0));
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MeshText.model_matrix = mat;
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MeshText.colour_matrix = {
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1, 0, 0, 1,
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1, 1, 1, 1,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0
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@ -93,16 +93,12 @@ void window::create()
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void window::loop()
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{
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MeshText.bind();
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font::generate(MeshText, "Hello, World!\nThis is cool!\n=)", 0.2);
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font::generate(MeshText, "Hello, World!\nThis is cool!\n=)", 0.1);
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera::update();
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double mouse_x, mouse_y;
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mouse::get(mouse_x, mouse_y);
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glm::mat4 mat_projection = glm::perspective(glm::radians(90.0f), 1.0f, 0.01f, 20.f);
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glUniformMatrix4fv(shader::gl_projection, 1, false, &mat_projection[0][0]);
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