void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
mdl_fread_pack_file( &font->mdl, &tex0->file, data );
- mdl_async_load_glmesh( &font->mdl, &font->mesh );
+ mdl_async_load_glmesh( &font->mdl, &font->mesh, NULL );
vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
&font->texture );
shader_model_font_uPv( cam->mtx.pv );
}
else if( shader == k_font_shader_world ){
- assert( world );
shader_scene_font_use();
shader_scene_font_uTexGarbage(0);
shader_scene_font_uTexMain(1);