add half-pixel correction to text
This commit is contained in:
parent
270476e038
commit
6e494aca46
1 changed files with 10 additions and 4 deletions
|
@ -79,7 +79,6 @@ export class Label {
|
|||
const verts_pos = [];
|
||||
const verts_tex = [];
|
||||
|
||||
const letterHeight = this.font.letterHeight / this.font.textureHeight;
|
||||
let xPos = 0;
|
||||
|
||||
switch (h_align) {
|
||||
|
@ -108,10 +107,17 @@ export class Label {
|
|||
for (let i = 0; i < text.length; i++) {
|
||||
const info = this.font.glyphInfos[text[i]];
|
||||
if (info) {
|
||||
|
||||
const dx = info.width / this.font.letterHeight;
|
||||
const letterWidth = info.width / this.font.textureWidth;
|
||||
const x0 = info.x / this.font.textureWidth;
|
||||
const y0 = info.y / this.font.textureHeight;
|
||||
|
||||
// apply half-pixel correction to prevent texture bleeding
|
||||
// we should address the center of each texel, not the border
|
||||
// https://gamedev.stackexchange.com/questions/46963/how-to-avoid-texture-bleeding-in-a-texture-atlas
|
||||
const x0 = (info.x + 0.5) / this.font.textureWidth;
|
||||
const y0 = (info.y + 0.5) / this.font.textureHeight;
|
||||
const letterWidth = (info.width - 1) / this.font.textureWidth;
|
||||
const letterHeight = (this.font.letterHeight - 1) / this.font.textureHeight;
|
||||
|
||||
verts_pos.push(xPos, yStart);
|
||||
verts_pos.push(xPos + dx, yStart);
|
||||
verts_pos.push(xPos, yStart-1);
|
||||
|
|
Loading…
Reference in a new issue