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Refactored FontRenderer, fixed Sandbox2D
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@@ -61,8 +61,8 @@ namespace GlitchyEngine.Renderer.Text
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List<Texture2D> atlasses = scope .();
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// freetype identifies glyphs using utf32 (which makes sense), so we enumerate the text as char32
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for(char32 char in String.UTF8Enumerator(text, 0, text.Length))
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// enumerate through the unicode codepoints
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for(char32 char in text.DecodedChars)
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{
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if(char == '\n')
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{
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