Render different variants according to subpixel positioning
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
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6 changed files with 69 additions and 40 deletions
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@ -272,14 +272,14 @@ impl Renderer {
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glyph.font_id,
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glyph.font_size,
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glyph.id,
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glyph.origin.x(),
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scene.scale_factor(),
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) {
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sprites_by_atlas
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.entry(sprite.atlas_id)
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.or_insert_with(Vec::new)
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.push(shaders::GPUISprite {
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origin: (glyph.origin * scene.scale_factor() + sprite.offset.to_f32())
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.to_float2(),
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origin: (glyph.origin * scene.scale_factor() + sprite.offset).to_float2(),
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size: sprite.size.to_float2(),
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atlas_origin: sprite.atlas_origin.to_float2(),
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color: glyph.color.to_uchar4(),
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