Closed xiejiangzhi closed 2 years ago
Fot this way, the way will broken colour font, maybe we should find a way to support two.
Great idea, I'll try to implement it in a way that both options are supported.
I implemented the support for Alpha8 textures. By default RGBA32 is used (for backwards compatibility), to use the new format pass "Alpha8"
as an argument when calling imgui.love.Init
and imgui.love.BuildFontAtlas
.
Thanks for the suggestion! I had tried to do this in the past, but everything ended up being red and I didn't think of using a shader to fix that.
It will save 3/4 font texture memory.
And, I think the
textureObject
rename toFontTextureObject
is better.