Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix label blur when using dark font color #3949

Merged
merged 1 commit into from Mar 2, 2019

Conversation

jareguo
Copy link
Contributor

@jareguo jareguo commented Mar 2, 2019

修复深色本文渲染时的模糊问题

修复前,深色文本边缘会有白边,导致 filter 之后呈现模糊(要文本有拉伸比较清楚)

image

修复后

image

@dumganhar
Copy link
Contributor

怎么感觉修复后更模糊了,😅

@jareguo
Copy link
Contributor Author

jareguo commented Mar 2, 2019

好吧,要文字有缩放的话,改善会明显一些。如果是未缩放的文本,白边反而能起到锐化的作用。

修复前

image

修复后

image

@pandamicro pandamicro merged commit 39e4bda into cocos:v2.0-release Mar 2, 2019
pandamicro pushed a commit that referenced this pull request Mar 11, 2019
* Add RenderMode TS support (#3879)

Add spine assembler var define

* fix unit test for sprite (#3870)

* Fix 1.x to 2.x particle custom data is invalid bug (#3885)

* Improve particle definition data code (#3892)

* fix event failed to reorder after modifying zIndex for 2d-tasks/issues/1130 (#3895)

* Move BlendFunctionFactors to Sprite and ParticleSystem only (#3900)

* change API:loadSubpackage to load index.js (#3899)

* mark component.enabled as animatable (#3898)

* ban JIT support on baidugame (#3903)

* Fix dragonbones multiple texture bug (#3897)

* Fix dragonbones change cloth bug

* Adapt to old api-> on off once

* DragonBonesAsset do not store dragonBones data

* fix some error

* fix web spine debug draw color error

* Set limit time to 30s

* fix label rendering in open data context (#3911)

* fix: shaders have same uniform name, different type will effect wrong (#3876)

* fix: shaders have same uniform name, different type will effect wrong

* fix shaders have same uniform name, different type will effect wrong

* fix shaders have same uniform name, different type will effect wrong, refine

* add deprecated property in EditBox in v2.0 (#3912)

* Fix dragonbones exception (#3914)

* revert particles system attribute definition (#3919)

* fix emit target scale changed events twice (#3922)

* add the tween test case (#3908)

* add the tween test case

* modify the format of the test-tween.js

1. keep all chain method start at the char 'n' below

* fixed the tween bugs

* Fix spine premultipliedAlpha serialize bug (#3924)

* cancel disable dynamic atlas on chrome. (#3929)

* Add cache mode of label. (#3916)

* Add cache mode of label.

* fix revised comments of pr.

* Simplified variable name.

* share canvas pool.

* cancel use node color.

* modify comment and reserve _batchAsBitMap.

* optimize the assignment of color and delete blendFactor.

* delete reserveImage.

* modify to center alignment.

* modify letter-font do not use node color.

* add outline support of letter-font

* add letter atlas reset on editor when scene loaded.

* change LETTER to CHAR

* modify comment

* Wechat -> WeChat

* Add spine render mode chinese tip (#3933)

* fix label rendering error on native (#3936)

* fix label rendering error on native

* fix rendering error on native

* revert first commit

* clear letter atlas when scene launch. (#3938)

*  reset the CHAR mode to NONE on subdomin. (#3940)

* reset the CHAR mode to NONE on subdomin.

* reset CHAR mode on subdomin

* set rigidbody awake visible is false (#3941)

* fix canvasPool error on subdomin (#3942)

* update rigidbody awake tips and add awakeOnLoad (#3944)

* fix label error when font change on editor. (#3946)

* Rename skeleton RenderMode to AnimationCacheMode (#3947)

* Rename skeleton RenderMode to AnimationCacheMode

* Rename skeleton RenderMode to AnimationCacheMode

* fix label blur when using dark font color (#3949)

* optimize editBox style (#3952)

* To adapt the adjust of the webview impl in the jsb (#3697) (#3951)

* fix the problem of label that first modified is invalid. (#3959)

* Fix create ArmatureDisplay by code but no set asset, then invoke some api about event, will throw error (#3966)

* fix get auido state bug (#3974)

* small fixed

* small fixed
jareguo added a commit to jareguo/engine that referenced this pull request Oct 10, 2020
pandamicro pushed a commit that referenced this pull request Oct 15, 2020
* remove asserts from addChild

* expose js._registeredClassIds & js._registeredClassNames (sync #3174)

To unload scripts dynamically.
Also revert part of changes from https://github.com/cocos-creator/engine/pull/3204/files#diff-cabe5229c3c6e31339220008e54fe853L421

* remove unused code (sync #3174)

* minor tweak (sync #3421)

* should not invoke component if destroy() called before node activating (sync #3430)

* node should removed and destroyed with scene (sync #3456 #3483)

* fix WebGL detection on Android browsers (sync #3510)

* remove redundant right shift for bitwise operation (sync #3754)

* fix label blur when using dark font color (sync #3949)

* refine tooltip of Block Input Event (sync #4053)

* fix IE/Edge exception when output log/warn before engine initialization(sync #4447, #4500)

* sync class, attribute (#4689, #4712, #4781, #4712)

* fix loading unknown texture format (sync #4820)

* prefer toLowerCase to toLocaleLowerCase + sync #5114

* optimize bezier calculation (sync #5155)

* fix potential memory leak in scene-editor (sync #5643)

* fix _posDirty error of Mask on native platform (sync #6168)
pandamicro added a commit that referenced this pull request Oct 22, 2020
* tweaks tooltip of isTrigger (#7485)

* UI material stencil state change bug fix (#7497)

* auto-shadow-info (#7404)

* auto-shadow-info

* add bais control

* update control name

* merge cc_shadowPCF(Vec2) && cc_shadowSize(Vec2) to cc_shadowInfo(Vec4)

* fix terrain bound error, terrain support dynamic lighting (#7505)

* fix terrain bound error, terrain support dynamic lighting

* fix terrain fog

Co-authored-by: Myway3D1 <404793124@qq.com>

* 3d v1.2 terrain support dynamic lighting (#7510)

* fix terrain bound error, terrain support dynamic lighting

* fix terrain fog

* standard surface add lighting map info

* Revert pcf filter

Co-authored-by: Myway3D1 <404793124@qq.com>

* fix sphere.margeAABB bug (#7518)

* fix sphere.margeAABB bug && Optimize automatic shadow calculation

* Even if the obstruction is not in the field of view, the shadow is still visible

* optimization,and avoid using sphere.radius < 0

* Avoid creating aabb repeatedly

* update

* adjust the Graphics structure to support continuous data filling (#7523)

* adjust the Graphics structure to support continuous data filling (#7524)

* Revert "adjust the Graphics structure to support continuous data filling (#7523)"

This reverts commit b86f3cc.

* adjust the Graphics structure to support continuous data filling (#7359)

* add terrain shadow (#7500)

* add terrain shadow

* update

* update

* update

* delete temp source code

* Optimize the auto shadow

* shadow 和 0 号对齐

* add reciveshadow control

* cancel

* fix shadow effect display error

* update

* use 1.0, doesnt use 1 in glsl

* update effects

* change bbMin  && bbMax use Number.MAX_VALUE && Number.MIN_VALUE

* update

* update

* correct ammo kinematic object (#7534)

* remove asserts from addChild & sync 2D changes (#7479)

* remove asserts from addChild

* expose js._registeredClassIds & js._registeredClassNames (sync #3174)

To unload scripts dynamically.
Also revert part of changes from https://github.com/cocos-creator/engine/pull/3204/files#diff-cabe5229c3c6e31339220008e54fe853L421

* remove unused code (sync #3174)

* minor tweak (sync #3421)

* should not invoke component if destroy() called before node activating (sync #3430)

* node should removed and destroyed with scene (sync #3456 #3483)

* fix WebGL detection on Android browsers (sync #3510)

* remove redundant right shift for bitwise operation (sync #3754)

* fix label blur when using dark font color (sync #3949)

* refine tooltip of Block Input Event (sync #4053)

* fix IE/Edge exception when output log/warn before engine initialization(sync #4447, #4500)

* sync class, attribute (#4689, #4712, #4781, #4712)

* fix loading unknown texture format (sync #4820)

* prefer toLowerCase to toLocaleLowerCase + sync #5114

* optimize bezier calculation (sync #5155)

* fix potential memory leak in scene-editor (sync #5643)

* fix _posDirty error of Mask on native platform (sync #6168)

* fix terrain receive shadow (#7535)

Co-authored-by: Myway3D1 <404793124@qq.com>

* Fix terrain receive shadow and load layer texture (#7543)

* fix terrain receive shadow

* fix load layer texture

Co-authored-by: Myway3D1 <404793124@qq.com>

* ui batch marge for stencil (#7540)

* tweaks (#7544)

* fix sync instantiate-jit (#7550)

* Refine type define

* Fix TypedArray instantiation in Prefab (sync commit 0361c4e)

* resign instantiate-jit #5114

* fix shadow.far not enough (#7548)

* fix shadow.far not enough

* Add restrictions

* Remove duplicate code

* Update distance.ts (#7558)

碰撞检测有问题

* update internal db prefab meta version (#7556)

* Fix shadows merge conflicts

Co-authored-by: jiaxin.lai <goodlaijiaxin@qq.com>
Co-authored-by: ChiaNing <sun.cloud.mo@gmail.com>
Co-authored-by: troublemaker52025 <troublemaker52025@outlook.com>
Co-authored-by: Myway <MSoft1115@hotmail.com>
Co-authored-by: Myway3D1 <404793124@qq.com>
Co-authored-by: JoneLau <32630749+JoneLau@users.noreply.github.com>
Co-authored-by: Jare Guo <jareguo@users.noreply.github.com>
Co-authored-by: hujf <41710215+kissSimple@users.noreply.github.com>
Co-authored-by: 黄森斌 <arsen2010@126.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

3 participants