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ShredEagle
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snacman
He is a snac man.
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topic/snacman#151 text v2
#154
Closed
Adnn
closed
3 days ago
Adnn
commented
3 days ago
closes #151.
Fix stack corruption (use after destruction).
Bump snacman to OpenGL 4.6.
Prototyping text rendering in renderer V2 viewer.
Minor refactoring of charmap data for easier GPU load.
Hardcode 3 glyph instances.
Implement string layout using FreeType metrics and kerning.
Allow multiple entities of each text string, moved to Scene.
Use StreamDraw to load UBOs.
Factorize program respositories setup.
Implement renderer::Font caching, via serialize/deserialize.
Implement text FS, with controllable smoothing and outline.
Use a rudimentary "glyph scale" to scale the smoothing factor.
Implement controllable border cutoff for glyphs sdf.
Implement a more accurate SDF antialiasing, without VS computations.
Add block scene.
Port outline to the fragment-based antialiasing approach, clamp outline.
Prepare a way to forward "build constants" from cpp to glsl.
Use the client constants glsl forwarding for other magic numbers.
Reorganize constants code so the header is changed less frequently.
Adapt to changes in graphics.
Clean-up details in code.
Handle defines in .prog without relying on alphabetical order.
Move text features defines in .prog file.
Revert ledger integration for menu
Port snacman Renderer_V2 to use the new text system.
Add a verification that repositories do not have duplicates.
Remove leftover TEXT_V1 folder.
Use unsigned for font pixel height.
Use the font cache in Snacman renderer.
Restore world text.
Fix world text scaling: re-apply the magic 100 factor.
Outline is hardcoded to screen text only at the moment.
Clean-up todo notes.
closes #151.