until we got fix for some texture format on gldc we change format for
default font textur
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src/rtext.c
28
src/rtext.c
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@ -227,6 +227,32 @@ extern void LoadFontDefault(void)
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// Re-construct image from defaultFontData and generate OpenGL texture
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// Re-construct image from defaultFontData and generate OpenGL texture
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//----------------------------------------------------------------------
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//----------------------------------------------------------------------
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#if defined(PLATFORM_DREAMCAST)
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Image imFont = {
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.data = RL_CALLOC(128*128, 4), // 4 bytes per pixel (rgb + alpha) there are some issues with different format in Dreamcast so to avoid problems for text by now we will use this
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.width = 128,
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.height = 128,
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.mipmaps = 1,
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.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
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};
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// Fill image.data with defaultFontData (convert from bit to pixel!)
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for (int i = 0, counter = 0; i < imFont.width*imFont.height; i += 32)
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{
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for (int j = 31; j >= 0; j--)
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{
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if (BIT_CHECK(defaultFontData[counter], j))
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{
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// NOTE: We are unreferencing data as short, so,
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// we must consider data as little-endian order (alpha + gray)
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((unsigned int *)imFont.data)[i + j] = 0xffffffff;
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}
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else ((unsigned int *)imFont.data)[i + j] = 0x000000ff;
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}
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counter++;
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}
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#else
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Image imFont = {
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Image imFont = {
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.data = RL_CALLOC(128*128, 2), // 2 bytes per pixel (gray + alpha)
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.data = RL_CALLOC(128*128, 2), // 2 bytes per pixel (gray + alpha)
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.width = 128,
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.width = 128,
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@ -251,7 +277,7 @@ extern void LoadFontDefault(void)
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counter++;
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counter++;
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}
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}
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#endif
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defaultFont.texture = LoadTextureFromImage(imFont);
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defaultFont.texture = LoadTextureFromImage(imFont);
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// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, glyphCount
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// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, glyphCount
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