+ if( render->shader == k_font_shader_default ){
+ shader_model_font_uPvmPrev( prev_mtx );
+ shader_model_font_uMdl( transform );
+ }
+ else if( render->shader == k_font_shader_world ){
+ shader_scene_font_uPvmPrev( prev_mtx );
+ shader_scene_font_uMdl( transform );
+ }
+
+ render->u8pch = (u8*)text;
+}