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[core] Avoid pixel bleeding issue on MSAA

Ray 5 年 前
コミット
55f0647213
1 ファイル変更6 行追加2 行削除
  1. 6 2
      src/core.c

+ 6 - 2
src/core.c

@@ -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)