[core] Avoid pixel bleeding issue on MSAA
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484c6b360f
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1 changed files with 6 additions and 2 deletions
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@ -682,7 +682,9 @@ void InitWindow(int width, int height, const char *title)
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// Load default font
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// NOTE: External functions (defined in module: text)
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LoadFontDefault();
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SetShapesTexture(GetFontDefault().texture, GetFontDefault().recs[95]);
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Rectangle rec = GetFontDefault().recs[95];
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// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
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SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
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#endif
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#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
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// Set default font texture filter for HighDPI (blurry)
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@ -4136,7 +4138,9 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
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// Load default font
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// NOTE: External function (defined in module: text)
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LoadFontDefault();
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SetShapesTexture(GetFontDefault().texture, GetFontDefault().recs[95]);
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Rectangle rec = GetFontDefault().recs[95];
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// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
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SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
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#endif
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// TODO: GPU assets reload in case of lost focus (lost context)
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