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When I'm drawing text in a window to which a fragment shader is set (e.g. like in the wavy shader example) it looks rather garbled
It looks like down there the whole atlas is drawn (abc...) although only fmt.Fprintln(basicTxt, "Hello, text!") was added to the basicTxt drawn.
I thought that both the image and the text was drawn to the canvas and therefore it should be treated as an entity and subject to the shader. This doesn't seem to be the case. Any help appreciated.
The text was updated successfully, but these errors were encountered:
I think the examples were written with only the examples in mind. The shader code assumes everything has a texture because only one texture is being drawn. Looking at the standard shader that pixel uses if you don't specify one shows how to mix color and texture values.
When I'm drawing text in a window to which a fragment shader is set (e.g. like in the wavy shader example) it looks rather garbled
It looks like down there the whole atlas is drawn (
abc...
) although onlyfmt.Fprintln(basicTxt, "Hello, text!")
was added to thebasicTxt
drawn.And the black boxes could be the shader not knowing the output color.
I thought that both the image and the text was drawn to the canvas and therefore it should be treated as an entity and subject to the shader. This doesn't seem to be the case. Any help appreciated.
The text was updated successfully, but these errors were encountered: