c0c5baa98c
Start supporting setting bg color from ansi code
2022-08-02 06:08:07 +04:00
d296fb2dd6
Simplify glyph shader
2022-08-02 05:45:14 +04:00
8863a289d7
Ability to set cell background colors
2022-08-02 05:32:56 +04:00
06599748eb
Alhamdullah working scrolling that respects wrapped text
2022-08-01 03:27:54 +04:00
641e3eda98
Correct and simplify textBuf drawing using the new ViewsFromTo+ new ring funcs
2022-07-23 03:08:44 +04:00
82acbe939e
Proper cursor move and insert/delete operations at cursor
2022-07-15 13:38:33 +04:00
9388bc0c92
Advance by char width+better debug tools
2022-07-08 07:58:08 +04:00
2da4b7a53d
Disable DepthTest when drawing glyphs+move shared glyph draw logic
...
With depth testing enabled nearby glyphs can z-fight
and so some pixels might be discarded before fragment shader
even runs, which causes us to see only part of a letter.
As such we always draw with blending enabled and depth testing
disabled so that any overlaps simply causes the char pixels to show.
2022-07-08 06:33:20 +04:00
16bfe7f05b
Use per-char width instead of fixed advance in font atlas
...
This gives us more (much?) efficient packing of letters
and we load exact size of the letters.
It looks visually a lot better too!
This wasn't good with normal smapling, but using texelFetch its
great.
2022-07-07 15:33:51 +04:00
d23e833b54
Use texelFetch+debug grid in atlas
2022-07-06 17:53:55 +04:00
c82fd6aac7
Correct alpha handling in glyph shader
2022-07-04 01:56:47 +04:00
115310cff7
Use vec2 for glyph model scale
2022-07-03 22:18:37 +04:00
afb5453a3a
Make SizeU/SizeV uniforms instead of per-vertex+reduce glyph info
2022-07-03 22:08:40 +04:00
323cd1099f
Move to latest nMage
2022-07-03 09:17:59 +04:00
ad759e03fc
Respect bearing,scaling and other metrics
2022-07-02 07:11:40 +04:00
7a3ce51063
Fix bug with atlas texture not being updated on GPU
2022-07-01 11:27:37 +04:00
99451e855b
Instanced text drawing
2022-07-01 07:31:23 +04:00
bdf1250b3a
Hello friend
2022-06-30 12:36:04 +04:00
d2052ecb5c
Running window
2022-06-30 06:38:54 +04:00