glBegin (GL_QUADS);
glTexCoord2f (tPoints[(int)c][0], tPoints[(int)c][1]);
- glVertex2i (x, y);
+ glVertex3i (x, y,0);
glTexCoord2f (tPoints[(int)c][0] + font.tIncX, tPoints[(int)c][1]);
- glVertex2i (x + size, y);
+ glVertex3i (x + size, y,0);
if (!shadow)
glColor4fv (font.fgColor);
else glColor4fv (font.bgColor);
glTexCoord2f (tPoints[(int)c][0] + font.tIncX, tPoints[(int)c][1] + font.tIncY);
- glVertex2i (x + size + font.italic, y + size);
+ glVertex3i (x + size + font.italic, y + size,0);
glTexCoord2f (tPoints[(int)c][0], tPoints[(int)c][1] + font.tIncY);
- glVertex2i (x + font.italic, y + size);
+ glVertex3i (x + font.italic, y + size,0);
glEnd ();
}
/*
{
font.size = size;
}
+void fontzdepth(float zdepth)
+{
+ font.zdepth=zdepth;
+}
/*
=============
fontShadow