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libdsf: Update to v0.1.3
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@ -931,7 +931,6 @@ dsf_error DSF_StringRenderToTexture(dsf_handle handle,
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// Allocate buffer
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void *tex_buffer = calloc(1, tex_size);
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memset(tex_buffer, 0, tex_size);
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if (tex_buffer == NULL)
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return DSF_NO_MEMORY;
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@ -20,7 +20,7 @@
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/// Minor version of LibDSF (semver)
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#define LIBDSF_VERSION_MINOR 1
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/// Patch version of LibDSF (semver)
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#define LIBDSF_VERSION_PATCH 2
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#define LIBDSF_VERSION_PATCH 3
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/// Value that combines all version numbers, useful for version checks.
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#define LIBDSF_VERSION \
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@ -29,7 +29,7 @@
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(LIBDSF_VERSION_PATCH << 1))
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/// Version string
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#define LIBDSF_VERSION_STRING "0.1.2"
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#define LIBDSF_VERSION_STRING "0.1.3"
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/// Character that is used when there are UTF-8 decoding errors.
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///
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@ -154,15 +154,15 @@ dsf_error DSF_StringRender3DAlpha(dsf_handle handle, const char *str,
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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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/// of a full pixel (for example, for a 16 color texture, don't use a texture
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/// with width of 143 bytes because the last pixel won't be full). To be sure
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/// that you never find any issue, ensure that your textures have a width
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/// multiple of 4 pixels, that will work with all texture formats.
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///
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/// @param handle Handler of the font to use.
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/// @param str String to print.
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/// @param texture_fmt Texture format (GL_TEXTURE_TYPE_ENUM, NE_TextureFormat).
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/// @param font_texture Pointer to the font texture data that contains the.
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/// @param font_texture Pointer to the font texture.
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/// @param font_width Width of the font texture.
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/// @param font_height Height of the font texture.
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/// @param out_texture The pointer to the new buffer is returned here.
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