From cfbf46860d5771b6937f44504291a2322c0b0103 Mon Sep 17 00:00:00 2001 From: dnesov Date: Sun, 21 Jan 2024 01:07:56 +0100 Subject: [PATCH] Use spans in RaylibRenderer's LoadFont instead of byte array. --- DaggerFramework/Source/Rendering/RaylibRenderer.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/DaggerFramework/Source/Rendering/RaylibRenderer.cs b/DaggerFramework/Source/Rendering/RaylibRenderer.cs index 322d162..2516fff 100644 --- a/DaggerFramework/Source/Rendering/RaylibRenderer.cs +++ b/DaggerFramework/Source/Rendering/RaylibRenderer.cs @@ -234,8 +234,8 @@ namespace DaggerFramework.Rendering { Raylib_cs.Font fontRay; - string ext = ".ttf"; - byte[] extBytes = new byte[Encoding.Default.GetByteCount(ext) + 1]; + ReadOnlySpan ext = ".ttf"; // TODO: don't use a hardcoded extension. + Span extBytes = new byte[Encoding.Default.GetByteCount(ext) + 1]; Encoding.Default.GetBytes(ext, extBytes); int fontChars = 2048; // TODO: control this dynamically to not load the entire font. @@ -250,7 +250,7 @@ namespace DaggerFramework.Rendering } } - // Raylib.GenTextureMipmaps(ref fontRay.texture); + Raylib.GenTextureMipmaps(ref fontRay.texture); Raylib.SetTextureFilter(fontRay.texture, TextureFilter.TEXTURE_FILTER_BILINEAR); _fontPool.Add(fontRay);