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Possible regression in euc 0.4.1 #9
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Interesting. How are those numbers currently rendered? |
I'm getting the glyphs from rusttype and then triangulate them with lyon. So they are basically just normal meshes. There shouldn't be a gap there as the two adjacent triangles there don't have a gap, as they are sharing the same vertices. |
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That's what I'm doing here. I didn't push the changes yet. Without a fourth f32 value, it wouldn't build. |
Would it be possible to put together a setup that demonstrates the problem such that I can try to figure out what's going on? I have a few suspicions, but it's difficult for me to confirm them without a way to test them. |
I'll try to replicate it in a small-ish test. |
Okay, this is really odd. If I disable alpha blending, the problem goes away O.o |
It seems like the color values are completely out of range. |
Yeah, that's a line where the input color is NaN apparently. |
I suspect that a |
Here's the code as a gist: https://gist.github.com/CryZe/ab4544126b6e0b6660364066cc818714 |
It's a white line in this because I do .min(255.0) at the end. |
The line is at y=362, x>=198, x<=208 |
The triangle that causes it seems to be this one: let mesh = [
Vertex {
position: Vec2 {
x: 0.39804077,
y: -0.21000671,
},
texcoord: Vec2 {
x: 0.0,
y: 0.36832988,
},
},
Vertex {
position: Vec2 {
x: 0.27268982,
y: -0.21000671,
},
texcoord: Vec2 {
x: 0.0,
y: 0.36832988,
},
},
Vertex {
position: Vec2 {
x: 0.44769287,
y: -0.21000671,
},
texcoord: Vec2 {
x: 0.0,
y: 0.36832988,
},
},
]; |
And yeah, looks like that's a straight line as all y coordinates are the same. |
Okay, I've found the bug. As suspected, it was a NaN that got propagated throughout the texture projection code. I'm pushing a fix now (I'll publish a new version too). |
|
Looks like that fixed it in all of my tests. Thank you for figuring this out :D |
I'm seeing some weird artifacts with euc 0.4.1:
Before:
After:
The 4 of the main points meter has a weird line going through it.
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