Glyphr studio select continuous layers11/4/2022
To support the extended range of unicode beyond 0xFFFF (e.g.Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight to disable rounding the texture height to the next power of two.Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build() function).Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. font_config.OversampleH = 2, this will largely reduce your texture size. You can use the ImFontGlyphRangesBuilder for this purpose and rebuilding your atlas between frames when new characters are needed. Reduce glyphs ranges by calculating them from source localization data. GLYPHR STUDIO SELECT CONTINUOUS LAYERS PCIf you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. GLYPHR STUDIO SELECT CONTINUOUS LAYERS DRIVERSMind the fact that some graphics drivers have texture size limitation.The typical result of failing to upload a texture is if every glyph appears as a white rectangle. If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5) ImGui::InputText( "string ", buf, IM_ARRAYSIZE(buf)) Use C++11 u8"my text" syntax to encode literal strings as UTF-8. Make sure your font ranges data are persistent (available during the calls to GetTexDataAsAlpha8()/ GetTexDataAsRGBA32()/Build()`. Calling either of io.Fonts->GetTexDataAsAlpha8(), io.Fonts->GetTexDataAsRGBA32() or io.Fonts->Build() will build the atlas. From C/C++ code, you can call ImGui::DebugTextEncoding("my string") function to verify that your UTF-8 encoding is correct.Īll loaded fonts glyphs are rendered into a single texture atlas ahead of time. You can use the UTF-8 Encoding viewer in Metrics/Debugger to verify the content of your UTF-8 strings.The same information are also available in the Style Editor under Fonts. You can also reach it in Demo->Tools->Style Editor->Fonts. You can use the Metrics/Debugger window (available in Demo>Tools) to browse your fonts and understand what's going on if you have an issue.Credits/Licenses For Fonts Included In Repository. GLYPHR STUDIO SELECT CONTINUOUS LAYERS CODE
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