rendering.c: fix sprite uv in batches, fix alpha blending of texture atlas
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@ -115,8 +115,6 @@ static void render_sprites(const struct primitive_2d primitives[],
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NULL,
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GL_STREAM_DRAW);
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const t_rect srcrect =
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textures_get_srcrect(&ctx.texture_cache, primitives->sprite.texture_key);
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const t_rect dims =
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textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
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@ -130,6 +128,9 @@ static void render_sprites(const struct primitive_2d primitives[],
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const size_t cur = reversed ? len - i - 1: i;
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const struct sprite_primitive sprite = primitives[cur].sprite;
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const t_rect srcrect =
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textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
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const float wr = (float)srcrect.w / (float)dims.w;
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const float hr = (float)srcrect.h / (float)dims.h;
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const float xr = (float)srcrect.x / (float)dims.w;
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