// Bind custom shader program or generate default version
if (aCtx->core20fwd != NULL)
{
- aCtx->ShaderManager()->BindProgram (
- aTextAspect, aTextAspect->ShaderProgramRes (aCtx));
+ aCtx->ShaderManager()->BindFontProgram (aTextAspect->ShaderProgramRes (aCtx));
}
myOrientationMatrix = theWorkspace->View()->Camera()->OrientationMatrix();
#if !defined(GL_ES_VERSION_2_0)
if (theCtx->core11 != NULL)
{
- theCtx->core11->glColor3fv (theColorSubs.rgb);
+ theCtx->SetColor4fv (*(const OpenGl_Vec4* )theColorSubs.rgb);
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.00001f));
glBindTexture (GL_TEXTURE_2D, 0);