update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / font.h
diff --git a/font.h b/font.h
index a7836139ffc574b06a082c35362b499d5f71a245..34441ca3071f1913169dba9603d3f60d40b4c3f9 100644 (file)
--- a/font.h
+++ b/font.h
@@ -6,6 +6,7 @@
 #include "shaders/scene_font.h"
 #include "world_render.h"
 #include "depth_compare.h"
+#include <string.h>
 
 enum efont_SRglyph{
    k_SRglyph_end           = 0x00, /* control characters */
@@ -56,11 +57,14 @@ enum efont_SRglyph{
    k_SRglyph_kbm_return    = 0xa2,
    k_SRglyph_kbm_escape    = 0xa3,
    k_SRglyph_kbm_mousemove = 0xa4,
+
+#if 0
    k_SRglyph_vg_ret        = 0xa5,
    k_SRglyph_vg_link       = 0xa6,
    k_SRglyph_vg_square     = 0xa7,
    k_SRglyph_vg_triangle   = 0xa8,
    k_SRglyph_vg_circle     = 0xa9
+#endif
 };
 
 typedef struct font3d font3d;
@@ -139,12 +143,13 @@ static void font3d_bind( font3d *font, enum font_shader shader,
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, font->texture );
 
-   if( shader == k_font_shader_default ){
+   if( shader == k_font_shader_default )
+   {
       shader_model_font_use();
       shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
       shader_model_font_uTexMain( 1 );
+      shader_model_font_uDepthMode( depth_compare );
 
-      shader_model_font_uDepthCompare( depth_compare );
       if( depth_compare ){
          depth_compare_bind( 
             shader_model_font_uTexSceneDepth,
@@ -154,7 +159,8 @@ static void font3d_bind( font3d *font, enum font_shader shader,
 
       shader_model_font_uPv( cam->mtx.pv );
    }
-   else if( shader == k_font_shader_world ){
+   else if( shader == k_font_shader_world )
+   {
       shader_scene_font_use();
       shader_scene_font_uTexGarbage(0);
       shader_scene_font_uTexMain(1);