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text is blurry #3

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wtholliday opened this issue Oct 2, 2022 · 4 comments
Closed

text is blurry #3

wtholliday opened this issue Oct 2, 2022 · 4 comments

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@wtholliday
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wtholliday commented Oct 2, 2022

The tests now write the glyph atlas to a png.

Here's a glyph in the atlas:

image

here's that glyph rendered:

image

wtholliday added a commit that referenced this issue Oct 3, 2022
Should use `textureLoad` instead of `textureSample`.
wtholliday added a commit that referenced this issue Oct 3, 2022
wtholliday added a commit that referenced this issue Oct 3, 2022
Bit of a guess.
@wtholliday
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It's a bit of a hack I think, but I applied the sRGB to linear conversion to the glyph atlas and got output that's pretty close:

@wtholliday
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Gonna call this fixed for now, but we'll probably need to revisit later and really do it right.

@wtholliday
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Possibly relevant: mooman219/fontdue#118

@wtholliday
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wgpu_glyph takes a similar approach to text rendering. Perhaps something can be gleaned from that code.

Zoxc pushed a commit to Zoxc/vger-rs that referenced this issue Jan 4, 2024
The alpha channel was only being used to "dim"
the shadow effect. Now that "dimming" value is
multiplied by the alpha channel as well

Use alpha for rect painting (audulus#4)
Zoxc pushed a commit to Zoxc/vger-rs that referenced this issue Jan 4, 2024
The alpha channel was only being used to "dim"
the shadow effect. Now that "dimming" value is
multiplied by the alpha channel as well

Use alpha for rect painting (audulus#4)
waywardmonkeys pushed a commit to waywardmonkeys/vger-rs that referenced this issue Jun 30, 2024
The alpha channel was only being used to "dim"
the shadow effect. Now that "dimming" value is
multiplied by the alpha channel as well
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