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library: Add note about texture sizes for rich text
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@ -105,6 +105,13 @@ int NE_RichTextMaterialSet(u32 slot, NE_Material *mat, NE_Palette *pal);
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/// be used whenever the user uses NE_RichTextRenderMaterial() to render text to
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/// a new material.
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///
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/// Also, note that this texture doesn't need to have a size that is a power of
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/// two. However, consider that the size of a row should at least be a multiple
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/// of a full byte (for example, for a 16 color texture, don't use a texture
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/// with width of 143 because the last byte won't be full). To be sure that you
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/// never find any issue, ensure that your textures have a width multiple of 4
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/// pixels, that will work with all texture formats.
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///
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/// This is required for NE_RichTextRenderMaterial().
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///
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/// This isn't required for NE_RichTextRender3D() or NE_RichTextRender3DAlpha().
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