Text rendering works again.
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@@ -115,10 +115,12 @@ void openglInit()
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//debugdraw_init();
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//glEnable(GL_STENCIL_TEST);
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glClearColor(editorClearColor[0], editorClearColor[1], editorClearColor[2], editorClearColor[3]);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -158,38 +160,26 @@ void openglRender(struct mSDLWindow *window, struct mCamera *mcamera)
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glColorMask(true, true, true, true);
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//glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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//glCullFace(GL_BACK);
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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////// TEXT && GUI
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// glDepthFunc(GL_ALWAYS);
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shader_use(textShader);
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shader_setmat4(textShader, "projection", projection);
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mfloat_t fontpos[2] = { 25.f, 25.f };
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mfloat_t fontcolor[3] = { 0.5f, 0.8f, 0.2f };
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renderText("Sample text", fontpos, 1.f, fontcolor, -1.f);
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///// Sprites
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shader_use(spriteShader);
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//shader_setmat4(spriteShader, "projection", window->projection);
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for (int i = 0; i < numSprites; i++) {
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sprite_draw(sprites[i]);
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}
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glDepthFunc(GL_LESS);
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shader_use(spriteShader);
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sprite_draw_all();
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glDepthFunc(GL_ALWAYS);
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shader_use(textShader);
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shader_setmat4(textShader, "projection", projection);
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}
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