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https://github.com/PixelGuys/Cubyz.git
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Floor the pixel positions of the text to the nearest integer.
Seems like multisampling, which appears to be enabled by default for some people even if disabled in glfw, does weird stuff when the positions are not pixel aligned. Should fix #177
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@ -21,7 +21,7 @@ vec2 convert2Proportional(vec2 original, vec2 full){
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void main() {
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vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize));
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vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize));
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vec2 texture_position = vec2(
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texture_rect_percentage.x+
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frag_face_pos.x*texture_rect_percentage.z
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@ -23,8 +23,8 @@ vec2 convert2Proportional(vec2 original, vec2 full) {
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void main() {
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vec2 vertex_pos = face_pos*vec2(1, -1);
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vec2 position_percentage = convert2Proportional(offset, scene);
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vec2 size_percentage = convert2Proportional(vec2(texture_rect.z, texture_rect.w)*ratio, scene);
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vec2 position_percentage = convert2Proportional(floor(offset), scene);
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vec2 size_percentage = convert2Proportional(floor(vec2(texture_rect.z, texture_rect.w)*ratio), scene);
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if ((fontEffects & 0x02000000) != 0) { // italic
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vertex_pos.x += vertex_pos.y/texture_rect.z;
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}
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@ -604,7 +604,6 @@ pub const Window = struct {
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}
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c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 4);
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c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 5);
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c.glfwWindowHint(c.GLFW_SAMPLES, 0);
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window = c.glfwCreateWindow(width, height, "Cubyz", null, null) orelse return error.GLFWFailed;
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