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The texture rendering is pretty much finished, but a couple of coding need to be done before calling it complete:
The msdftext isn't rendering properly except with opensans and arial with emSize = 40. Need to figure out why that's the case.
This can be seen when drawing a simple square with a atlas texture, other fonts will aprear deformed.
The game engine doesn't allow for textures to be deleted.
the allocateTextures does not deal with removed textures
the allocateTextures isn't dealing with Maximum Texture Units (MTU), which is the hardware limit for number of binded textures in a single shader. A proper flushing need to be done when reaching the limit
also, every buffer does not have limit, therefore a limit must be detected and flushed
the allocateTextures is being called at every draw that require textures, perhaps this can be made a little more performant (probably a good idea to solve this last)
The text was updated successfully, but these errors were encountered:
- The texture on draw function's parameter is now a reference instead of a shared_ptr
- Erros where detected and listed on issue #5
I create this commit to shove text rendering on the side for now and focus at python scripting
The texture rendering is pretty much finished, but a couple of coding need to be done before calling it complete:
This can be seen when drawing a simple square with a atlas texture, other fonts will aprear deformed.
The game engine doesn't allow for textures to be deleted.
allocateTextures
does not deal with removed texturesallocateTextures
isn't dealing with Maximum Texture Units (MTU), which is the hardware limit for number of binded textures in a single shader. A proper flushing need to be done when reaching the limitallocateTextures
is being called at every draw that require textures, perhaps this can be made a little more performant (probably a good idea to solve this last)The text was updated successfully, but these errors were encountered: