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Images, Canvases, Quads, and Fonts now have the same vertex winding order
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@@ -376,22 +376,22 @@ Canvas::Canvas(int width, int height, TextureType texture_type)
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// world coordinates
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vertices[0].x = 0;
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vertices[0].y = h;
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vertices[1].x = 0;
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vertices[1].y = 0;
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vertices[1].x = w;
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vertices[1].y = h;
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vertices[2].x = w;
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vertices[2].y = 0;
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vertices[3].x = w;
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vertices[3].y = h;
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vertices[3].x = 0;
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vertices[3].y = 0;
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// texture coordinates
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vertices[0].s = 0;
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vertices[0].t = 0;
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vertices[1].s = 0;
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vertices[1].t = 1;
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vertices[1].s = 1;
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vertices[1].t = 0;
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vertices[2].s = 1;
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vertices[2].t = 1;
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vertices[3].s = 1;
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vertices[3].t = 0;
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vertices[3].s = 0;
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vertices[3].t = 1;
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settings.filter = Image::getDefaultFilter();
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@@ -216,9 +216,9 @@ Font::Glyph *Font::addGlyph(uint32 glyph)
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const GlyphVertex verts[4] = {
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{ 0.0f, 0.0f, float(textureX)/float(textureWidth), float(textureY)/float(textureHeight)},
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{float(w), 0.0f, float(textureX+w)/float(textureWidth), float(textureY)/float(textureHeight)},
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{float(w), float(h), float(textureX+w)/float(textureWidth), float(textureY+h)/float(textureHeight)},
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{ 0.0f, float(h), float(textureX)/float(textureWidth), float(textureY+h)/float(textureHeight)},
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{float(w), float(h), float(textureX+w)/float(textureWidth), float(textureY+h)/float(textureHeight)},
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{float(w), 0.0f, float(textureX+w)/float(textureWidth), float(textureY)/float(textureHeight)},
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};
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// copy vertex data to the glyph and set proper bearing
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