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authorraysan5 <raysan5@gmail.com>2017-02-05 02:59:39 +0100
committerraysan5 <raysan5@gmail.com>2017-02-05 02:59:39 +0100
commit1a879ba08efe1877c26a76bfabd43f282d2b2a97 (patch)
tree7870e105ee57aaab20ffd89f5708948960d34460 /examples/text_ttf_loading.c
parenta08117155da1a0a439239ad8801a58b85f528014 (diff)
downloadraylib-1a879ba08efe1877c26a76bfabd43f282d2b2a97.tar.gz
raylib-1a879ba08efe1877c26a76bfabd43f282d2b2a97.zip
Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future RRES file format data layout for sprite font characters.
Diffstat (limited to 'examples/text_ttf_loading.c')
-rw-r--r--examples/text_ttf_loading.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/text_ttf_loading.c b/examples/text_ttf_loading.c
index 918209dd..10025c2f 100644
--- a/examples/text_ttf_loading.c
+++ b/examples/text_ttf_loading.c
@@ -31,7 +31,7 @@ int main()
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
GenTextureMipmaps(&font.texture);
- float fontSize = font.size;
+ float fontSize = font.baseSize;
Vector2 fontPosition = { 40, screenHeight/2 + 50 };
Vector2 textSize;