[WIP] Implement native DPI scaling.#86022
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Tested locally on https://github.com/godotengine/godot-demo-projects/tree/master/3d/antialiasing, there are some issues when using the
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Should be working now.
I'm looking to fix it, but it's not directly related to the oversampling changes (but it should prevent unnecessary cache cleanup and regeneration in cases like this). It's never applied to the child windows, since |
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By the way, does this help resolve #76450? |
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FYI: This going to take a bit longer than I have expected. |
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The auto-scaling SVGTextures are very interesting to me, I've made something similar for displaying scaled SVG content using existing SVG image generation functionalities. But it's not very efficient and quite complicated tracking scale changes and it requires generating a new image and texture on each scale change, so I'd really love to have something more efficient and better integrated in the engine. However, my version does have one key functionality this new SVGTexture seems to miss: async updating. If I've understood your code correctly |
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When rendering the SVGTexture Maybe the SVGTexture could be complemented with an SVGImage class used for this purpose? Basically a subclass of Image that retains the parsed svg representation to allow re-rendering the same svg content at a different resolution without needing to parse it from string. For simple SVGs it might not make much difference, but complex svgs can contain a lot of stuff like base64-encoded bitmap images, embedded fonts etc where the parsing/loading is a bottleneck it would be nice to avoid on each re-render. |
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Implement scalable SVG texture. Use it for theme element and editor icons. Add support DPI scaling on macOS and Windows. Add support for per-viewport font oversampling.
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Any chance this feature coming in 4.5? |
Not as this PR, but I'm working on new implementation, and it should make be ready for 4.5. |
Thanks for replying. I'd love to follow the progress, is there an open PR for this new implementation yet? |

TODO: