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msdftext usage #5

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3 of 5 tasks
JaoSchmidt opened this issue Dec 8, 2024 · 0 comments
Open
3 of 5 tasks

msdftext usage #5

JaoSchmidt opened this issue Dec 8, 2024 · 0 comments
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@JaoSchmidt
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JaoSchmidt commented Dec 8, 2024

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)
@JaoSchmidt JaoSchmidt added bug Something isn't working todo Needs to do labels Dec 8, 2024
@JaoSchmidt JaoSchmidt self-assigned this Dec 8, 2024
JaoSchmidt added a commit that referenced this issue Dec 8, 2024
- 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
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