fix mixing up of SDL and libc allocators, proper flushing of quad build buffers
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@ -13,7 +13,7 @@
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#define TERRAIN_FREQUENCY 0.15f
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#define TERRAIN_DISTANCE 100
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#define TERRAIN_DISTANCE 64
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.6f
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@ -237,7 +237,7 @@ static void ingame_end(State *state) {
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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SceneIngame *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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@ -23,7 +23,7 @@ static void title_tick(State *state) {
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%llu", (unsigned long long)state->ctx->frame_number) + 1;
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char *text_str = cmalloc(text_str_len);
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char *text_str = malloc(text_str_len);
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snprintf(text_str, text_str_len, "%llu", (unsigned long long)state->ctx->frame_number);
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const char *font = "/fonts/kenney-pixel.ttf";
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@ -34,8 +34,8 @@ static void title_tick(State *state) {
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(Rect) {
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.x = 0,
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.y = 0,
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.w = text_w,
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.h = text_h,
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.w = (float)text_w,
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.h = (float)text_h,
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},
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(Color) { 0, 0, 0, 255 }
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);
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@ -53,7 +53,7 @@ static void title_end(State *state) {
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Scene *title_scene(State *state) {
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(void)state;
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SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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SceneTitle *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
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new_scene->base.end = title_end;
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