OPENGL order rewrite
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@@ -102,12 +102,13 @@ void openglInit()
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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animSpriteShader =
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MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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debugdraw_init();
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//stdFont = MakeFont("notosans.ttf", 300);
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stdFont = MakeFont("notosans.ttf", 300);
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//text_settype(stdFont);
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text_settype(stdFont);
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//glEnable(GL_STENCIL_TEST);
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glClearColor(editorClearColor[0], editorClearColor[1],
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@@ -130,7 +131,7 @@ void openglInit()
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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shader_setUBO(spriteShader, "Projection", 0);
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/* shader_setUBO(textShader, "Projection", 0);*/
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shader_setUBO(textShader, "Projection", 0);
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shader_setUBO(animSpriteShader, "Projection", 0);
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@@ -147,28 +148,28 @@ void openglRender(struct mSDLWindow *window, struct mCamera *mcamera)
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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/*
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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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*/
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT);
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////// TEXT && GUI
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/*
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glDepthFunc(GL_ALWAYS);
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shader_use(textShader);
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shader_setmat4(textShader, "projection", window->projection);
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//shader_use(textShader);
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//shader_setmat4(textShader, "projection", window->projection);
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*/
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/*
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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(stdFont, textShader, "Sample text", fontpos, 0.4f, fontcolor, -1.f);
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*/
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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, 0.4f, fontcolor, -1.f);
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/*
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for (int i = 0; i < numSprites; i++) {
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