Use spans in RaylibRenderer's LoadFont instead of byte array.
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@@ -234,8 +234,8 @@ namespace DaggerFramework.Rendering
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{
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{
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Raylib_cs.Font fontRay;
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Raylib_cs.Font fontRay;
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string ext = ".ttf";
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ReadOnlySpan<char> ext = ".ttf"; // TODO: don't use a hardcoded extension.
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byte[] extBytes = new byte[Encoding.Default.GetByteCount(ext) + 1];
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Span<byte> extBytes = new byte[Encoding.Default.GetByteCount(ext) + 1];
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Encoding.Default.GetBytes(ext, extBytes);
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Encoding.Default.GetBytes(ext, extBytes);
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int fontChars = 2048; // TODO: control this dynamically to not load the entire font.
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int fontChars = 2048; // TODO: control this dynamically to not load the entire font.
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@@ -250,7 +250,7 @@ namespace DaggerFramework.Rendering
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}
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}
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}
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}
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// Raylib.GenTextureMipmaps(ref fontRay.texture);
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Raylib.GenTextureMipmaps(ref fontRay.texture);
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Raylib.SetTextureFilter(fontRay.texture, TextureFilter.TEXTURE_FILTER_BILINEAR);
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Raylib.SetTextureFilter(fontRay.texture, TextureFilter.TEXTURE_FILTER_BILINEAR);
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_fontPool.Add(fontRay);
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_fontPool.Add(fontRay);
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