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Glyph rendering is slightly off in seemingly arbitrary areas #28

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mrzapp opened this issue Apr 1, 2014 · 3 comments
Closed

Glyph rendering is slightly off in seemingly arbitrary areas #28

mrzapp opened this issue Apr 1, 2014 · 3 comments

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@mrzapp
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mrzapp commented Apr 1, 2014

Glyphs will occasionally draw oddly in the pixel matrix. Theories are:

  • Somewhere along the line, a float is being rounded up/down to an int. Could be in the drawRct.
  • The texture import settings are locked by Unity (for now), but getting our fingers all over that would probably give us a few light bulb moments.
  • It's a which!

1erkie
...this is clearly sorcery...

@MuNgLo
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MuNgLo commented Apr 4, 2014

Can it be the inherent inaccuracy of floats?
I've never thought about it really but some other GUI API's I've come across used coordinates that might very well have been doubles instead of floats. Like having 0.0 centerscreen and 1.1 lower right corner and -1.-1 upper right corner.

@mrzapp
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mrzapp commented Apr 4, 2014

Yeah, that's what the OpenGL library uses too, but seeing as we're recalculating positions based on the Transform component, we kind of have to use floats. You might be onto something though, I'll have a look at it.

@mrzapp
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mrzapp commented Aug 3, 2014

This comes down to the texture scaling algorithm used. Since we started making the font size flexible, this issue can be avoided with the proper configuration. See this guide for clarification.

@mrzapp mrzapp closed this as completed Aug 3, 2014
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