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https://github.com/aharabada/glitchy-engine-beef.git
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Manage all Assets with ContentManager
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@@ -72,7 +72,8 @@ namespace GlitchyEngine.Renderer
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PlatformApplyChanges();
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}
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public extern void Resize(uint32 width, uint32 height);
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/// Resizes the RenderTarget and optionally changes the pixel format.
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public extern void Resize(uint32 width, uint32 height, Format? newPixelFormat = null, DepthStencilFormat? newDepthStencilFormat = null);
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protected extern void PlatformApplyChanges();
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@@ -69,7 +69,7 @@ namespace GlitchyEngine.Renderer
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Target = new RenderTargetGroup(targetDesc);
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// TODO: there needs to be a proper way to do it
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Target.[Friend]Identifier = "GBuffer";
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Content.ManageAsset(Target, null);
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//Content.ManageAsset(Target, null);
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}
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_width = width;
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@@ -569,11 +569,13 @@ namespace GlitchyEngine.Renderer.Text
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if (text.Glyphs.Count == 0)
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return;
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//Renderer2D.Flush();
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// TODO: this doesn't really work with fallback fonts unless we use the same settings for all fonts
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float2 unitRange = ((float)text.Font._range) / float2(text.Font._atlas.Width, text.Font._atlas.Height);
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_msdfMaterial.SetVariable("UnitRange", unitRange);
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List<Texture2D> atlasses = scope .();
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for (PreparedGlyph glyph in text.Glyphs)
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