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@@ -315,18 +315,20 @@ const Font::Glyph &Font::addGlyph(love::font::TextShaper::GlyphIndex glyphindex)
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// 1---3
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const GlyphVertex verts[4] =
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{
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- {float(-o), float(-o), normToUint16((tX-o)/tWidth), normToUint16((tY-o)/tHeight), c},
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- {float(-o), (h+o)/glyphdpiscale, normToUint16((tX-o)/tWidth), normToUint16((tY+h+o)/tHeight), c},
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- {(w+o)/glyphdpiscale, float(-o), normToUint16((tX+w+o)/tWidth), normToUint16((tY-o)/tHeight), c},
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- {(w+o)/glyphdpiscale, (h+o)/glyphdpiscale, normToUint16((tX+w+o)/tWidth), normToUint16((tY+h+o)/tHeight), c}
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+ { -o, -o, normToUint16((tX-o)/tWidth), normToUint16((tY-o)/tHeight), c},
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+ { -o, h+o, normToUint16((tX-o)/tWidth), normToUint16((tY+h+o)/tHeight), c},
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+ {w+o, -o, normToUint16((tX+w+o)/tWidth), normToUint16((tY-o)/tHeight), c},
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+ {w+o, h+o, normToUint16((tX+w+o)/tWidth), normToUint16((tY+h+o)/tHeight), c}
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};
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// Copy vertex data to the glyph and set proper bearing.
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for (int i = 0; i < 4; i++)
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{
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g.vertices[i] = verts[i];
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- g.vertices[i].x += gd->getBearingX() / glyphdpiscale;
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- g.vertices[i].y -= gd->getBearingY() / glyphdpiscale;
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+ g.vertices[i].x += gd->getBearingX();
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+ g.vertices[i].y -= gd->getBearingY();
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+ g.vertices[i].x /= glyphdpiscale;
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+ g.vertices[i].y /= glyphdpiscale;
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}
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textureX += w + TEXTURE_PADDING;
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