Scaless/HaloTAS

Clean up text rendering

Closed this issue · 2 comments

characters are stored in individual textures and rendered one at a time

yuck!

void TextRenderer::RenderText(std::string text, GLfloat scale, glm::vec3 color, glm::mat4 proj)

GL overlay rendering has a high likelyhood of being removed eventually in favor of D3D9 rendering in-engine. This change will probably never be needed.

TASDLL is being frozen and effort has moved to MCCTAS.