camera_finalize( &ortho );
gui.factive = vg_lerpf( gui.factive, gui.helper_count?1.0f:0.0f,
- vg.time_delta*2.0f );
+ vg.time_frame_delta*2.0f );
if( gui.factive > 0.01f ){
/* draw bottom bar */
render_fsquad1();
}
- f64 loc_t = (vg.time - gui.location_time) / 5.0;
+ f64 loc_t = (vg.time_real - gui.location_time) / 5.0;
if( (loc_t < 1.0) && (gui.location_time != 0.0) ){
/* yep this code is a mess, i dont care anymore */
glEnable(GL_BLEND);
font3d_bind( &gui.font, &ortho );
shader_model_font_uColour( (v4f){1.2f,1.2f,1.2f,o} );
- font3d_simple_draw( &gui.font, 2, gui.location, &ortho, mmdl );
+ font3d_simple_draw( &gui.font, 2, k_font_shader_default,
+ gui.location, &ortho, mmdl );
}
font3d_bind( &gui.font, &ortho );
shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
- struct font3d_render render;
- font3d_begin( &gui.font, 2, &ortho, mmdl, &render );
-
- render.u8pch = (u8*)helper->bindstr;
+ struct font3d_render render = {
+ .font = &gui.font,
+ .variant_id = 2,
+ .shader = k_font_shader_default
+ };
+ font3d_begin( helper->bindstr, &ortho, mmdl, &render );
font3d_draw( &render );
const char *make_smaller = "\x02\xaf\x03 ";
}
if( !strcmp(gui.location,new_loc) ) return 0;
vg_strncpy( new_loc, gui.location, 64, k_strncpy_always_add_null );
- gui.location_time = vg.time;
+ gui.location_time = vg.time_real;
}
return 0;
}