@ -291,7 +291,7 @@ int main(void)
for ( int i = 0 ; i < layers ; + + i )
{
Color clr = light ;
if ( multicolor ) clr = multi [ i ] ;
if ( multicolor ) clr = multi [ i ] ;
DrawTextWave3D ( font , text , ( Vector3 ) { - tbox . x / 2.0f , layerDistance * i , - 4.5f } , fontSize , fontSpacing , lineSpacing , true , & wcfg , time , clr ) ;
}
@ -465,7 +465,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
float width = ( float ) ( font . recs [ index ] . width + 2.0f * font . charsPadding ) / ( float ) font . baseSize * scale ;
float height = ( float ) ( font . recs [ index ] . height + 2.0f * font . charsPadding ) / ( float ) font . baseSize * scale ;
if ( font . texture . id > 0 )
if ( font . texture . id > 0 )
{
const float x = 0.0f ;
const float y = 0.0f ;
@ -477,7 +477,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
const float tw = ( srcRec . x + srcRec . width ) / font . texture . width ;
const float th = ( srcRec . y + srcRec . height ) / font . texture . height ;
if ( SHOW_LETTER_BOUNDRY )
if ( SHOW_LETTER_BOUNDRY )
DrawCubeWiresV ( ( Vector3 ) { position . x + width / 2 , position . y , position . z + height / 2 } , ( Vector3 ) { width , LETTER_BOUNDRY_SIZE , height } , LETTER_BOUNDRY_COLOR ) ;
# if defined(RAYLIB_NEW_RLGL)
@ -533,7 +533,7 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f
{
/ / Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0 ;
int codepoint = GetNext Codepoint ( & text [ i ] , & codepointByteCount ) ;
int codepoint = GetCodepoint ( & text [ i ] , & codepointByteCount ) ;
int index = GetGlyphIndex ( font , codepoint ) ;
/ / NOTE : Normally we exit the decoding sequence as soon as a bad byte is found ( and return 0x3f )
@ -582,7 +582,7 @@ Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpa
lenCounter + + ;
int next = 0 ;
letter = GetNext Codepoint ( & text [ i ] , & next ) ;
letter = GetCodepoint ( & text [ i ] , & next ) ;
index = GetGlyphIndex ( font , letter ) ;
/ / NOTE : normally we exit the decoding sequence as soon as a bad byte is found ( and return 0x3f )
@ -632,7 +632,7 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
{
/ / Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0 ;
int codepoint = GetNext Codepoint ( & text [ i ] , & codepointByteCount ) ;
int codepoint = GetCodepoint ( & text [ i ] , & codepointByteCount ) ;
int index = GetGlyphIndex ( font , codepoint ) ;
/ / NOTE : Normally we exit the decoding sequence as soon as a bad byte is found ( and return 0x3f )
@ -649,7 +649,7 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
}
else if ( codepoint = = ' ~ ' )
{
if ( GetNext Codepoint ( & text [ i + 1 ] , & codepointByteCount ) = = ' ~ ' )
if ( GetCodepoint ( & text [ i + 1 ] , & codepointByteCount ) = = ' ~ ' )
{
codepointByteCount + = 1 ;
wave = ! wave ;
@ -698,7 +698,7 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon
lenCounter + + ;
int next = 0 ;
letter = GetNext Codepoint ( & text [ i ] , & next ) ;
letter = GetCodepoint ( & text [ i ] , & next ) ;
index = GetGlyphIndex ( font , letter ) ;
/ / NOTE : normally we exit the decoding sequence as soon as a bad byte is found ( and return 0x3f )
@ -708,7 +708,7 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon
if ( letter ! = ' \n ' )
{
if ( letter = = ' ~ ' & & GetNex tCodepoint ( & text [ i + 1 ] , & next ) = = ' ~ ' )
if ( letter = = ' ~ ' & & GetCodepoint ( & text [ i + 1 ] , & next ) = = ' ~ ' )
{
i + + ;
}