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Text2d render quality #1171

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merged 4 commits into from
Jan 1, 2021
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blunted2night
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Fixed text render resolution for new text2d systems. Also attempts to address a shimmering effect where individual glyphs move slightly with respect to each other when animated.

without-fix.mp4
with-fix.mp4

@Moxinilian Moxinilian added C-Feature A new feature, making something new possible A-Rendering Drawing game state to the screen labels Jan 1, 2021
@blunted2night blunted2night force-pushed the text2d-render-quality branch from d77f1d8 to d68bdb8 Compare January 1, 2021 17:08
…ring

The result of layout of sequence of glyphs causes individuals to have fractional positions, but since glyph renderings are reused for future instances of that glyph, this produces errors. This change accepts the errors but repositions the glyph to "0, 0" in an effort to get the cleanest possible rendering.
@blunted2night blunted2night force-pushed the text2d-render-quality branch from d68bdb8 to c5ad039 Compare January 1, 2021 17:11
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The "reposition glyph rendering" commit was just something I was playing with but it does seem to improve placement in the different tests.

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cart commented Jan 1, 2021

Awesome. Looks like this works as expected on 1x and 2x (which are the scales i can test at).

@cart cart merged commit b8fb462 into bevyengine:master Jan 1, 2021
@blunted2night blunted2night deleted the text2d-render-quality branch January 2, 2021 05:49
blunted2night added a commit to blunted2night/bevy that referenced this pull request Jan 3, 2021
cart pushed a commit that referenced this pull request Jan 3, 2021
* cleanup unnecessary changes from PR #1171

* add feature to correctly render glyphs with sub-pixel positioning
rparrett pushed a commit to rparrett/bevy that referenced this pull request Jan 27, 2021
* cleanup unnecessary changes from PR bevyengine#1171

* add feature to correctly render glyphs with sub-pixel positioning
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3 participants