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fix(D.2b): point-sample the dat-font atlas so UI text is pixel-crisp The font glyph atlas was uploaded with bilinear (Linear) min/mag filtering, which softens the small dat-font glyphs (the menu/button text "blur"). Add a nearest-filter path to UploadRgba8/GetOrUploadRenderSurface and use it for the font atlases only (world + other UI surfaces keep bilinear). Combined with the existing per-glyph pixel-snap, glyph texels now map 1:1 to screen pixels. Sharpens all dat-font text (transcript, menu, Send/Chat buttons, vitals numbers). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> @
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2 changed files with 12 additions and 7 deletions
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@ -101,11 +101,13 @@ public sealed class UiDatFont
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if (font.ForegroundSurfaceDataId == 0)
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return null;
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uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH);
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// Point-sample the glyph atlases (nearest) so small UI text stays pixel-crisp;
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// bilinear softens the dat font noticeably (the chat menu/button text "blur").
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uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH, nearest: true);
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uint bgTex = 0; int bgW = 0, bgH = 0;
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if (font.BackgroundSurfaceDataId != 0)
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bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH);
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bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH, nearest: true);
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// Build the char->descriptor lookup. FontCharDesc.Unicode is the code
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// point; for Latin-1 fonts this is a direct char cast. Last write wins
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