| Commit message (Collapse) | Author | Age |
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Looks more legible. Thanks Noppers for the feedback!
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Metallics now reflect the map's cubemap.
* Remove SpecularTint (did nothing)
* Adjust mipBias to be sharper
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Need to calculate this in the space of letter UVs, not the overall text
box UV space, in order for the correct mip maps to be chosen.
* Expose dithering as a toggle in the shader
* Actually generate mipmaps
* Fine-tune mipmapBias for legibility
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* Enable streaming mipmaps on glyph bitmaps
* Sample glyph bitmaps using mipmaps
* Add temporal noise to letter UVs (dithering)
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Reorganize locations, remove a couple unused parameters.
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English, Japanese, Chinese, and Korean should look much better now.
French, German, and Spanish look like shit now, because I haven't
figured out how to best make Noto Sans stay within its bounding box.
* Use Noto Sans for most things
* Simplify how we enable unicode blocks & assign fonts to them
* Increase string matching window to 300. Works better in real-world
test.
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