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I need to render text procedurally in every frame of my application’s runtime. It seems that nanovg generates a new atlas every time I have a new text line or zoom. That causes major performance and memory issues. Is there a way to circumvent this?
Also, I did look into the original nvg headers, but it’s unclear when the redundant texture generation happens. I always thought for procedural text you’d just render a quad per character in the correct space, not generate a bitmap and texture per text line.
The text was updated successfully, but these errors were encountered:
I need to render text procedurally in every frame of my application’s runtime. It seems that nanovg generates a new atlas every time I have a new text line or zoom. That causes major performance and memory issues. Is there a way to circumvent this?
Also, I did look into the original nvg headers, but it’s unclear when the redundant texture generation happens. I always thought for procedural text you’d just render a quad per character in the correct space, not generate a bitmap and texture per text line.
The text was updated successfully, but these errors were encountered: