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Manage all Assets with ContentManager
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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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