Prepping UI Label
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@ -51,7 +51,7 @@ std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
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auto component = *itComponents;
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// Get this components' quads.
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auto quads = component->getQuads(glm::mat4(1.0));
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auto quads = component->getQuads({ 0, 0 });
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for(auto quad : quads) {
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data.quads[quadCount++] = quad;
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assertTrue(quadCount <= UI_SHADER_QUAD_COUNT, "Too many UI quads!");
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@ -68,7 +68,8 @@ std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
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textures,
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mesh,
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MeshDrawMode::TRIANGLES,
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0, quadCount * QUAD_INDICE_COUNT
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0,
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quadCount * QUAD_INDICE_COUNT
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);
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passes.push_back(pass);
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