draw: increase far Z, separate path for space quads, fix billboard batching
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@ -23,7 +23,7 @@ extern float camera_2d_zoom;
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extern double depth_range_low, depth_range_high;
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#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
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#define QUAD_ELEMENT_BUFFER_LENGTH ((65536 * 1) / 6)
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#define CIRCLE_VERTICES_MAX 2048
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/* TODO: limit to only most necessary */
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@ -217,6 +217,7 @@ typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
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Vec2 v3;
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} ElementIndexedQuadWithoutColorWithoutTexture;
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/* TODO: rename to space quad */
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/* TODO: no color variant */
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typedef struct ElementIndexedBillboard {
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/* upper-left */
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@ -334,6 +335,9 @@ void push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
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Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
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Color color);
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void finally_draw_space_quads_batch(const MeshBatch *batch,
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const TextureKey texture_key);
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void finally_draw_text(FontData const *font_data,
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size_t len,
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Color color,
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