void font3d_begin( const char *text,
camera *cam, m4x3f transform, struct font3d_render *render )
{
void font3d_begin( const char *text,
camera *cam, m4x3f transform, struct font3d_render *render )
{
shader_scene_font_uPvmPrev( prev_mtx );
shader_scene_font_uMdl( transform );
}
render->u8pch = (u8*)text;
shader_scene_font_uPvmPrev( prev_mtx );
shader_scene_font_uMdl( transform );
}
render->u8pch = (u8*)text;
if( render->shader == k_font_shader_default )
shader_model_font_uOffset( offset );
else if( render->shader == k_font_shader_world )
if( render->shader == k_font_shader_default )
shader_model_font_uOffset( offset );
else if( render->shader == k_font_shader_world )