Rest of font loading/unloading functions. GlyphInfo type to userdata. GlyphInfo management functions.
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@@ -103,21 +103,21 @@ function RL.init()
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createShadowMesh()
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addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
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addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
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addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
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addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
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addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
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addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
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-- addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
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-- addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
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-- addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
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-- addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
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-- addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
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-- addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
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-- Stress test
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-- for i = 1, 300 do
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-- addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
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-- Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
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-- 128
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-- )
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-- end
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for i = 1, 300 do
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addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
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Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
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128
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)
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end
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-- Camera for shadow rendering.
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camera = RL.CreateCamera3D()
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