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Do the texel-uv-to-pixel-uv conversion in floating point instead of in integers. #253

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Always

Just for now

Do the texel-uv-to-pixel-uv conversion in floating point instead of in

integers.

Before, the truncation rounded all texel uvs to zero, resulting in
unblurred glyphs overwriting whatever was at (0,0) in the texture cache!

Addresses servo/servo#10136.
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pcwalton committed Mar 30, 2016
commit 032f1e8b5cf48aed7d1ccb9a8b4bd7eb3b531214
@@ -538,8 +538,9 @@ impl TextureCacheItem {
Point2D::new(self.uv_rect().top_left.x, self.uv_rect().top_left.y),
Size2D::new(self.uv_rect().bottom_right.x - self.uv_rect().top_left.x,
self.uv_rect().bottom_right.y - self.uv_rect().top_left.y)),
pixel_uv: Point2D::new(self.uv_rect().top_left.x as u32 * texture_size.width,
self.uv_rect().top_left.y as u32 * texture_size.height),
pixel_uv:
Point2D::new((self.uv_rect().top_left.x * texture_size.width as f32) as u32,
(self.uv_rect().top_left.y * texture_size.height as f32) as u32),
}
}

@@ -0,0 +1,11 @@
<!DOCTYPE html>
<style>
body {
background: black;
}
div {
color: white;
text-shadow: 5px 5px 5px white;
}
</style>
<div>whoa</div>
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