for( int i=0; i<world.sfd.w; i++ )
{
+ u32 idx = (world.sfd.w*row_h + i) * 2;
+
if( end )
{
- world.sfd.buffer[world.sfd.w*row_h + i] = 0.0f;
+ world.sfd.buffer[idx] = 0.0f;
}
else
{
if( !str[i] )
end = 1;
- world.sfd.buffer[world.sfd.w*row_h + i] = sfd_encode_glyph( str[i] );
+ world.sfd.buffer[idx] = sfd_encode_glyph( str[i] );
}
}
}
}
VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
+VG_STATIC void sfd_render( camera *cam, m4x3f transform )
{
mesh_bind( &world.sfd.mesh_display );
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
- shader_scoretext_uPv( projection );
+ m4x4f pvm_prev;
+ m4x3_expand( transform, pvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+ shader_scoretext_uPv( cam->mtx.pv );
+ shader_scoretext_uPvmPrev( pvm_prev );
shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( camera );
+ shader_scoretext_uCamera( cam->transform[3] );
for( int y=0;y<world.sfd.h; y++ )
{
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
- shader_vblend_uPv( projection );
+ shader_vblend_uPv( cam->mtx.pv );
+ shader_vblend_uPvmPrev( pvm_prev );
+
shader_vblend_uMdl( transform );
- shader_vblend_uCamera( camera );
+ shader_vblend_uCamera( cam->transform[3] );
mesh_bind( &world.sfd.mesh_base );
mesh_draw( &world.sfd.mesh_base );