if (!pContext)
return false;
+ CGUIShaderDX* pGUIShader = g_Windowing.GetGUIShader();
+ pGUIShader->Begin(SHADER_METHOD_RENDER_FONT);
+
return true;
}
if (m_vertex.empty() && transIsEmpty)
return;
- CGUIShaderDX* pGUIShader = g_Windowing.GetGUIShader();
- pGUIShader->Begin(SHADER_METHOD_RENDER_FONT);
CreateStaticIndexBuffer();
unsigned int offset = 0;
unsigned int stride = sizeof(SVertex);
+ CGUIShaderDX* pGUIShader = g_Windowing.GetGUIShader();
// Set font texture as shader resource
ID3D11ShaderResourceView* resources[] = { m_speedupTexture->GetShaderResource() };
pGUIShader->SetShaderViews(1, resources);