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6:09:43
Shinmera
|3b|: Pretty sure it'd just need fast access to glyph, kerning, and ligature lookup.
6:13:03
|3b|
yeah, i guess it sort of depends on whether there are going to be more font metadata libs or more text layout libs when trying to decide where things belong from perspective of avoiding code duplication :p
6:13:40
Shinmera
I'm assuming the former since a glyph renderer is likely going to need additional info as well.
6:15:21
|3b|
seems like at this point, mostly just "some simple bitmap font atlas" and "some variant of ttf"
6:16:37
Shinmera
My point is more that a glyph renderer is also gonna be parsing the metrics to do a demo, just like you did.
6:17:20
Shinmera
In our specific case we're even loading from a cached file we ultimately have no control over.
6:17:25
|3b|
unrelated, trying to figure out if things look right, when 'right' looks wrong, is hard :p
6:20:30
|3b|
so the lines are supposed to be rectangular in screen space, which doesn't match the world-space 3d transforms
6:20:40
Shinmera
Well, I suppose here's where one of those problems comes in, namely that now your lines are "3D" rather than always facing the camera and thus completely flat.
11:47:46
Shinmera
|3b|: Any ideas on how to make the artefacts on msdf less terrible when perspective skewing happens?
12:57:20
Shinmera
I've stumbled upon this question mostly from another front, which is the question of how to allow the user to override styles without having to subclass
13:00:11
Shinmera
Can't do it through an extra initarg on make-instance either, since at that point we don't know the renderer yet for which to realise the shapes
13:00:28
Shinmera
on the other hand I just realised I accidentally made shape realisation tied to a single renderer
13:02:51
Shinmera
in the very least to requiring every renderable to only be renderable on one renderer.
13:10:45
Shinmera
So either I have to waste a slot in every component to know the overrides, or I have to add an extra function to set the overrides after the component has been realised.