libdsf: Update to version 0.1.1

This commit is contained in:
Antonio Niño Díaz 2024-03-03 19:59:15 +00:00
parent 719935647a
commit 366a9532c1

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@ -20,16 +20,16 @@
/// Minor version of LibDSF (semver)
#define LIBDSF_VERSION_MINOR 1
/// Patch version of LibDSF (semver)
#define LIBDSF_VERSION_PATCH 0
#define LIBDSF_VERSION_PATCH 1
/// Value that combines all version numbers, useful for version checks.
#define LIBDSF_VERSION \
((LIBDSF_VERSION_MAJOR << 16) | \
(LIBDSF_VERSION_MINOR << 8) | \
(LIBDSF_VERSION_PATCH << 0))
(LIBDSF_VERSION_PATCH << 1))
/// Version string
#define LIBDSF_VERSION_STRING "0.1.0"
#define LIBDSF_VERSION_STRING "0.1.1"
/// Character that is used when there are UTF-8 decoding errors.
///
@ -152,6 +152,13 @@ dsf_error DSF_StringRender3DAlpha(dsf_handle handle, const char *str,
/// be loaded to texture VRAM to be used (with functions like glTexImage2D() or
/// NE_MaterialTexLoad()).
///
/// Also, note that this texture doesn't need to have a size that is a power of
/// two. However, consider that the size of a row should at least be a multiple
/// of a full byte (for example, for a 16 color texture, don't use a texture
/// with width of 143 because the last byte won't be full). To be sure that you
/// never find any issue, ensure that your textures have a width multiple of 4
/// pixels, that will work with all texture formats.
///
/// @param handle Handler of the font to use.
/// @param str String to print.
/// @param texture_fmt Texture format (GL_TEXTURE_TYPE_ENUM, NE_TextureFormat).