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author | 2019-11-14 06:48:32 +0100 | |
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committer | 2019-11-14 06:48:32 +0100 | |
commit | c8d4774704f970bb26eb5d9903b7a741b1c225e3 (patch) | |
tree | 1ceabb28d98c4f4cc9a556d2a5328ce8b7163130 /wgpu/src/renderer.rs | |
parent | af5ec4941270c832557994d9b4cc70ce5feac911 (diff) | |
parent | 2c8ba652a7929ac6c2af28ac60a8bd4b8e8e2f10 (diff) | |
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Merge pull request #56 from hecrj/example/filter-todos
Draw checkmark icon and filter todos
Diffstat (limited to 'wgpu/src/renderer.rs')
-rw-r--r-- | wgpu/src/renderer.rs | 18 |
1 files changed, 17 insertions, 1 deletions
diff --git a/wgpu/src/renderer.rs b/wgpu/src/renderer.rs index d3bdc878..52764248 100644 --- a/wgpu/src/renderer.rs +++ b/wgpu/src/renderer.rs @@ -344,11 +344,27 @@ impl Renderer { for text in layer.text.iter() { // Target physical coordinates directly to avoid blurry text let text = wgpu_glyph::Section { + // TODO: We `round` here to avoid rerasterizing text when + // its position changes slightly. This can make text feel a + // bit "jumpy". We may be able to do better once we improve + // our text rendering/caching pipeline. screen_position: ( (text.screen_position.0 * dpi).round(), (text.screen_position.1 * dpi).round(), ), - bounds: (text.bounds.0 * dpi, text.bounds.1 * dpi), + // TODO: Fix precision issues with some DPI factors. + // + // The `ceil` here can cause some words to render on the + // same line when they should not. + // + // Ideally, `wgpu_glyph` should be able to compute layout + // using logical positions, and then apply the proper + // DPI scaling. This would ensure that both measuring and + // rendering follow the same layout rules. + bounds: ( + (text.bounds.0 * dpi).ceil(), + (text.bounds.1 * dpi).ceil(), + ), scale: wgpu_glyph::Scale { x: text.scale.x * dpi, y: text.scale.y * dpi, |