Use trunc instead of round

We can allow this to be controlled later on, but `trunc` helps to avoid
text jitter during screen resolution changes for now.
This commit is contained in:
grovesNL 2022-10-18 12:54:16 -02:30
parent 4075536745
commit 14c634c8aa

View file

@ -195,22 +195,22 @@ impl TextRenderer {
for (layout, overflow) in layouts.iter() {
let settings = layout.settings();
// Note: subpixel positioning is not currently handled, so we always use the nearest
// pixel.
let bounds_min_x = settings.x.round() as u32;
// Note: subpixel positioning is not currently handled, so we always truncate down to
// the nearest pixel.
let bounds_min_x = settings.x.trunc() as u32;
let bounds_max_x = settings
.max_width
.map(|w| bounds_min_x + w.round() as u32)
.map(|w| bounds_min_x + w.trunc() as u32)
.unwrap_or(u32::MAX);
let bounds_min_y = settings.y.round() as u32;
let bounds_min_y = settings.y.trunc() as u32;
let bounds_max_y = settings
.max_height
.map(|h| bounds_min_y + h.round() as u32)
.map(|h| bounds_min_y + h.trunc() as u32)
.unwrap_or(u32::MAX);
for glyph in layout.glyphs() {
let mut x = glyph.x.round() as u32;
let mut y = glyph.y.round() as u32;
let mut x = glyph.x.trunc() as u32;
let mut y = glyph.y.trunc() as u32;
let details = atlas.glyph_cache.get(&glyph.key).unwrap();
let (mut atlas_x, mut atlas_y) = match details.gpu_cache {