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authorKenneth Russel <[email protected]>2008-02-18 07:58:12 +0000
committerKenneth Russel <[email protected]>2008-02-18 07:58:12 +0000
commit91ad31541956e490331b0b111e8676cae5dcfbc5 (patch)
tree0ffa28310115a352606d28e5255856d51e4c8a7b /make/gl-win32.cfg
parent6f53c43238e16a426e394970aa0fbf377a51b62d (diff)
Fixed Issue 344: Serious TextRenderer problems involving large fonts & unicode characters
The glyph-based rendering algorithm for the TextRenderer was performing rendering in two steps: glyph preparation and upload, and rendering. This structure doesn't work in the context of the RectanglePacker, which can reorganize the backing store during any upload. Restructured the glyph cache in the TextRenderer in terms of flyweight Glyph objects which know how to upload and render themselves. During any upload, the outstanding glyphs not yet rendered to the screen may thereby be flushed. Improved the code path which falls back to the string-by-string algorithm for complex Unicode characters so that incoming strings can be segmented into multiple parts which are rendered either using the glyph cache or the string-by-string algorithm. Also tinkered with the bounds of glyphs and strings on the backing store to try to more definitively eliminate bleed-over between adjacent characters on the backing store, and to ensure that all of the pixels of glyphs are drawn. Some heuristics are unfortunately involved but the new code appears to work well with both very large and very small fonts. Added a few more test cases for the TextRenderer based on the bug report. Tested with the previous test cases as well. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@1533 232f8b59-042b-4e1e-8c03-345bb8c30851
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