[core] Avoid pixel bleeding issue on MSAA

This commit is contained in:
Ray 2020-02-12 13:48:50 +01:00
parent 484c6b360f
commit 55f0647213

View file

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