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Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future RRES file format data layout for sprite font characters.
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@@ -31,7 +31,7 @@ int main()
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// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
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GenTextureMipmaps(&font.texture);
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float fontSize = font.size;
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float fontSize = font.baseSize;
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Vector2 fontPosition = { 40, screenHeight/2 + 50 };
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Vector2 textSize;
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