Fixed text on PSP
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@@ -28,7 +28,7 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_SDL2
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DUSK_SDL2
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DUSK_OPENGL
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DUSK_OPENGL
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# DUSK_OPENGL_LEGACY
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DUSK_OPENGL_LEGACY
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DUSK_LINUX
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DUSK_LINUX
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DUSK_DISPLAY_SIZE_DYNAMIC
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DUSK_DISPLAY_SIZE_DYNAMIC
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DUSK_DISPLAY_WIDTH_DEFAULT=640
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DUSK_DISPLAY_WIDTH_DEFAULT=640
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@@ -73,7 +73,7 @@ errorret_t textDraw(
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float_t posX = x;
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float_t posX = x;
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float_t posY = y;
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float_t posY = y;
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// errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture));
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errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture));
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char_t c;
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char_t c;
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int32_t i = 0;
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int32_t i = 0;
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@@ -11,19 +11,16 @@ errorret_t displayOpenGLInit(void) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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errorChain(errorGLCheck());
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errorChain(errorGLCheck());
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#if DUSK_OPENGL_LEGACY
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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errorChain(errorGLCheck());
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errorChain(errorGLCheck());
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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errorChain(errorGLCheck());
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#endif
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glEnable(GL_DEPTH_TEST);
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errorChain(errorGLCheck());
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glDepthFunc(GL_LEQUAL);
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errorChain(errorGLCheck());
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glClearDepth(1.0f);
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errorChain(errorGLCheck());
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errorChain(errorGLCheck());
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// glEnable(GL_DEPTH_TEST);
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// errorChain(errorGLCheck());
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// glDepthFunc(GL_LEQUAL);
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// errorChain(errorGLCheck());
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// glClearDepth(1.0f);
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// errorChain(errorGLCheck());
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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errorChain(errorGLCheck());
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errorChain(errorGLCheck());
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@@ -32,5 +29,12 @@ errorret_t displayOpenGLInit(void) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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errorChain(errorGLCheck());
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errorChain(errorGLCheck());
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#if DUSK_OPENGL_LEGACY
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glDisable(GL_LIGHTING);// PSP defaults this on?
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errorChain(errorGLCheck());
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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errorChain(errorGLCheck());
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#endif
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errorOk();
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errorOk();
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}
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}
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