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3 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
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222dd346fb | |||
e6e567725b | |||
93612bb816 |
@@ -21,49 +21,38 @@ include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Release-1.zip
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URL https://git.redacted.cc/josh/j3ml/archive/Release-6.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.23.zip
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.30.zip
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)
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CPMAddPackage(
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NAME GLAD
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URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
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)
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CPMAddPackage(
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NAME LearnOpenGL
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URL https://git.redacted.cc/josh/LearnOpenGL/archive/Prerelease-4.zip
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)
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file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
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file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
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file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
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file(GLOB_RECURSE ASSETS "content/*")
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file(GLOB_RECURSE ASSETS "assets/*")
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add_library(JGL SHARED ${SOURCES})
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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find_package(Freetype REQUIRED)
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add_executable(JGL_Demo main.cpp)
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set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
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include_directories(${PROJECT_SOURCE_DIR}/include)
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include_directories(${OPENGL_INCLUDE_DIRS})
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include_directories(${GLUT_INCLUDE_DIRS})
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include_directories(${J3ML_SOURCE_DIR}/include)
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include_directories(${ReWindow_SOURCE_DIR}/include)
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include_directories(${glad_SOURCE_DIR}/include)
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target_include_directories(JGL PUBLIC ${LearnOpenGL_SOURCE_DIR}/include)
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target_link_libraries(JGL PUBLIC LearnOpenGL)
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
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target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad)
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21
main.cpp
21
main.cpp
@@ -1,9 +1,6 @@
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//#include <GL/glew.h>
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#include <glad/glad.h>
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#include <JGL/JGL.h>
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#include <rewindow/types/window.h>
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#include <iostream>
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#include <LearnOpenGL/Shader.h>
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#include <JGL/Colors.h>
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#include <J3ML/LinearAlgebra/Vector2.h>
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@@ -23,21 +20,6 @@ struct Character
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std::map<char, Character> Characters;
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GLuint VAO, VBO;
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const std::string vertexShader = "attribute vec4 coord;\n"
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"varying vec2 texpos;\n"
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"\n"
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"void main(void) {\n"
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" gl_Position = vec4(coord.xy, 0, 1);\n"
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" texpos = coord.zw;\n"
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"}\n"
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"";
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const std::string fragmentShader = "varying vec2 texpos;\n"
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"uniform sampler2D tex;\n"
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"uniform vec4 color;\n"
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"\n"
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"void main(void) {\n"
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" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texpos).a) * color;\n"
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"}";
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using J3ML::LinearAlgebra::Matrix4x4;
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@@ -51,7 +33,6 @@ struct point {
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class JGLDemoWindow : public ReWindow::RWindow
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{
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public:
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LearnOpenGL::Shader shader;
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JGLDemoWindow() : ReWindow::RWindow() {}
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JGLDemoWindow(const std::string& title, int width, int height) :
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@@ -101,7 +82,7 @@ public:
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JGL::J2D::FillTriangle2D(JGL::Colors::Yellow, tri);
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JGL::J3D::DrawString3D(JGL::Colors::White, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
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JGL::J3D::DrawString3D(JGL::Colors::Red, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
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JGL::J2D::DrawString2D(JGL::Colors::Green, "William J. Tomasine II ", 0.f, -120.f, 1.f);
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JGL::J2D::DrawLine2D(JGL::Colors::Greens::DarkGreen, {10, 10}, {200, 300});
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@@ -4,7 +4,6 @@
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#include <glad/glad.h>
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#include <JGL/JGL.h>
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#include <J3ML/LinearAlgebra/Transform2D.h>
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#include <JGL/Color3.h>
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@@ -12,7 +11,6 @@
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GLuint program;
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GLuint texture;
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namespace JGL
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{
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@@ -29,7 +27,7 @@ namespace JGL
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return false;
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}
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if (FT_New_Face(ft, "content/FreeSans.ttf", 0, &face))
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if (FT_New_Face(ft, "assets/fonts/FreeSans.ttf", 0, &face))
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{
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std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
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return false;
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@@ -153,17 +151,17 @@ namespace JGL
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FT_Set_Pixel_Sizes(face, 0, size);
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const char* c;
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for (c = text.c_str(); *c; c++)
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GLuint textures[text.size()];
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for (int i = 0; i < text.length(); i++)
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{
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if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
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if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
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continue;
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FT_GlyphSlot g = face->glyph;
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glGenTextures(1, &textures[i]);
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -201,8 +199,9 @@ namespace JGL
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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}
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for (auto& t : textures)
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glDeleteTextures(1, &t);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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}
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}
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@@ -212,7 +211,6 @@ namespace JGL
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{
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void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
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{
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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@@ -226,22 +224,25 @@ namespace JGL
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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GLfloat currentColor[4];
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GLuint textures[text.size()];
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glGetFloatv(GL_CURRENT_COLOR, currentColor);
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glUseProgram(0); // Fixed-function pipeline.
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glColor3f(1.0f, 1.0f, 1.0f);
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glColor4f(color.r, color.g, color.b, 1.0f);
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FT_Set_Pixel_Sizes(face, 0, size);
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const char* c;
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for (c = text.c_str(); *c; c++)
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//for (c = text.c_str(); *c; c++)
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for (int i = 0; i < text.length(); i++)
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{
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if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
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if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
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continue;
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FT_GlyphSlot g = face->glyph;
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glGenTextures(1, &textures[i]);
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -282,7 +283,12 @@ namespace JGL
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y += (g->advance.y >> 6) * scale;
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}
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for (auto& t : textures)
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glDeleteTextures(1, &t);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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}
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}
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