more rendering fixes
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@@ -43,8 +43,6 @@ static const char* fragmentShader3D= \
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" texcolor = vec4(1,1,1,texcolor.x);\n"
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" }\n"
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" fragColour = colourV*texcolor;\n"
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" if (fragColour.w == 0.f)\n"
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" discard;\n"
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"}\n";
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@@ -564,10 +564,10 @@ static Vertex* setv(Vertex* v, float x, float y, float s, float t, float width,
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v->uv.p[0] = s;
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v->uv.p[1] = t;
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v->colour.p[0] = colorRGBA[0];
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v->colour.p[1] = colorRGBA[1];
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v->colour.p[2] = colorRGBA[2];
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v->colour.p[3] = colorRGBA[3];
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v->colour.p[0] = 0.1;//colorRGBA[0];
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v->colour.p[1] = 0.1;//colorRGBA[1];
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v->colour.p[2] = 0.1;//colorRGBA[2];
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v->colour.p[3] = 1.0;//colorRGBA[3];
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return v+1;
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}
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