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x11 window depthbits and render text immediately
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@@ -3,19 +3,6 @@
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- some kind of ui layout/hierarchy system (for later, when we actually need it)
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- grid texture (draw_image? or draw_texture? func)
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- sooo a bit of a problem... since we render all our text in one draw call
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at the end of the frame. this means that we can't have text that's rendered
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in behind anything else. This needs to be fixed because drawing any overlay
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will result in all the text being drawn OVER everything else, which might not be
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the desired behavior at times (e.g. help/win overlay where the board numbers need to be
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rendered under the overlay(s))
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- possible solutions :Clueless:
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- z-index based on the order of creation (e.g. the first drawable created has the lowest z-index)
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I _think_ this works because we can just chuck a global z-index whenever we call
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draw_text or draw_quad/etc.. and the shader _should_ take care of everything
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- every draw_text call actually makes a single draw call (compromises on performance but way easier to use)
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text rendering improvements
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- [ ] unicode support (allows for non-ascii characters)
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- unicode support removed for the foreseeable future
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