Snap sprites to pixel grid in Renderer
Previously, we were doing so in the `SpriteCache` but that would cause floating point errors that caused glyphs to sometimes be positioned midway through a pixel.
This commit is contained in:
@@ -293,11 +293,13 @@ impl Renderer {
|
||||
glyph.origin,
|
||||
scene.scale_factor(),
|
||||
) {
|
||||
// Snap sprite to pixel grid.
|
||||
let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
|
||||
sprites_by_atlas
|
||||
.entry(sprite.atlas_id)
|
||||
.or_insert_with(Vec::new)
|
||||
.push(shaders::GPUISprite {
|
||||
origin: (glyph.origin * scene.scale_factor() + sprite.offset).to_float2(),
|
||||
origin: origin.to_float2(),
|
||||
size: sprite.size.to_float2(),
|
||||
atlas_origin: sprite.atlas_origin.to_float2(),
|
||||
color: glyph.color.to_uchar4(),
|
||||
|
||||
@@ -23,7 +23,7 @@ struct GlyphDescriptor {
|
||||
pub struct GlyphSprite {
|
||||
pub atlas_id: usize,
|
||||
pub atlas_origin: Vector2I,
|
||||
pub offset: Vector2F,
|
||||
pub offset: Vector2I,
|
||||
pub size: Vector2I,
|
||||
}
|
||||
|
||||
@@ -109,13 +109,10 @@ impl SpriteCache {
|
||||
bounds
|
||||
});
|
||||
|
||||
// Snap sprite to pixel grid.
|
||||
let offset = glyph_bounds.origin().to_f32()
|
||||
- vec2f(target_position.x().fract(), target_position.y().fract());
|
||||
Some(GlyphSprite {
|
||||
atlas_id: atlasses.len() - 1,
|
||||
atlas_origin: atlas_bounds.origin(),
|
||||
offset,
|
||||
offset: glyph_bounds.origin(),
|
||||
size: glyph_bounds.size(),
|
||||
})
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user