Commit Graph

18 Commits

Author SHA1 Message Date
851387d6d8 Fix calcNeededAtlasSize 2022-07-11 11:13:42 +04:00
c84702270e Horizontal position issues was because of the font! Also:
turn GlyphFromRunes into a function and use g.Advance
to have basic support for variable width fonts
2022-07-10 17:24:06 +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
a762283b1d Alhamdullah start proper unicode support+context aware rendering 2022-07-04 10:16:03 +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
a1a7f23a0a Get all glyphs from font 2022-06-30 07:48:20 +04:00
a94f174f97 Loading font 2022-06-30 07:03:55 +04:00
d2052ecb5c Running window 2022-06-30 06:38:54 +04:00