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4 Commits
shaders_ag
...
master
Author | SHA1 | Date | |
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9f9191a9db | |||
2d536cd611 | |||
40412a300a | |||
b3fb28be38 |
@@ -17,7 +17,7 @@ include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME mcolor
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URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-6.2.zip
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URL https://git.redacted.cc/maxine/mcolor/archive/Release-1.zip
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)
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CPMAddPackage(
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@@ -27,7 +27,7 @@ CPMAddPackage(
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip
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URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-34.zip
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)
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CPMAddPackage(
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@@ -37,7 +37,7 @@ CPMAddPackage(
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CPMAddPackage(
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NAME jlog
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URL https://git.redacted.cc/josh/jlog/Prerelease-17.zip
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URL https://git.redacted.cc/josh/jlog/Prerelease-19.zip
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)
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if (WIN32)
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@@ -112,7 +112,11 @@ namespace JGL {
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Vector2 extents = Vector2::Zero;
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for(auto& f : fontCache.getFonts()) {
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if (f->getFontIndex() == this->index) {
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// This edit technically "works" by solving the immediate problem of text-bounds returning incorrectly,
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// But I am **sure** this is not how it should be implemented, I will leave that to Will to fix.
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if (f->getFontIndex() == this->index && f->getFontSize() == ptSize) {
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for (const char &c: text) {
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auto glyph = f->getGlyph(c);
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extents.x += glyph->advanceX;
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@@ -14,7 +14,7 @@ namespace JGL {
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bool stack_top = (already_included.size() == 0);
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if (stack_top) {
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already_included.emplace_back(filepath);
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already_included.emplace_back(filepath.string());
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}
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std::string ret_data = "";
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@@ -42,7 +42,7 @@ namespace JGL {
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#elif __linux__
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std::replace(rel_include_path.begin(), rel_include_path.end(), '\\', '/');
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#endif
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std::string full_include_path = extract_path(filepath) + rel_include_path;
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std::string full_include_path = extract_path(filepath.string()) + rel_include_path;
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// Avoid including self
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if (filepath == full_include_path) {
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@@ -117,8 +117,8 @@ namespace JGL {
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Shader::Shader(const std::filesystem::path& vertex_source_path, const std::filesystem::path& fragment_source_path, const std::vector<std::pair<std::string, GLint>>& attribute_bindings) :
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Shader(ReadFile(vertex_source_path), ReadFile(fragment_source_path), attribute_bindings) {
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vertexPath = vertex_source_path;
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fragmentPath = fragment_source_path;
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vertexPath = vertex_source_path.string();
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fragmentPath = fragment_source_path.string();
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}
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void Shader::checkCompileErrors(GLuint shader, const std::string& type) {
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