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It may be possible to implement rendering of text not via texture atlases, but as 3d objects. Though in the most of use cases it would be inefficient, as an optimization for the simplest cases of static not occluded glyphs a texture can still be used to cache 2d images of 3d-rendered glyphs. In more dynamic cases when all the glyphs are transformed uniformly again a texture can be used, but would have to be regenerated each time the glyphs are transformed. It may be possible to use a LRU cache here.
I don't think Dear ImGui's lack of better text rendering is for lack of ideas, it's more that it's a really hard problem to solve in a generic way which is both performant and flexible.
The current plan is to merge #3761 and then work towards updating the font atlas dynamically.
It may be possible to implement rendering of text not via texture atlases, but as 3d objects. Though in the most of use cases it would be inefficient, as an optimization for the simplest cases of static not occluded glyphs a texture can still be used to cache 2d images of 3d-rendered glyphs. In more dynamic cases when all the glyphs are transformed uniformly again a texture can be used, but would have to be regenerated each time the glyphs are transformed. It may be possible to use a LRU cache here.
https://github.com/fetisov/ttf2mesh may be helpful for that. It is a library triangulating fonts.
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