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.
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1 changed files with 8 additions and 8 deletions
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@ -195,22 +195,22 @@ impl TextRenderer {
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for (layout, overflow) in layouts.iter() {
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let settings = layout.settings();
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// Note: subpixel positioning is not currently handled, so we always use the nearest
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// pixel.
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let bounds_min_x = settings.x.round() as u32;
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// Note: subpixel positioning is not currently handled, so we always truncate down to
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// the nearest pixel.
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let bounds_min_x = settings.x.trunc() as u32;
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let bounds_max_x = settings
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.max_width
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.map(|w| bounds_min_x + w.round() as u32)
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.map(|w| bounds_min_x + w.trunc() as u32)
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.unwrap_or(u32::MAX);
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let bounds_min_y = settings.y.round() as u32;
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let bounds_min_y = settings.y.trunc() as u32;
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let bounds_max_y = settings
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.max_height
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.map(|h| bounds_min_y + h.round() as u32)
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.map(|h| bounds_min_y + h.trunc() as u32)
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.unwrap_or(u32::MAX);
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for glyph in layout.glyphs() {
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let mut x = glyph.x.round() as u32;
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let mut y = glyph.y.round() as u32;
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let mut x = glyph.x.trunc() as u32;
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let mut y = glyph.y.trunc() as u32;
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let details = atlas.glyph_cache.get(&glyph.key).unwrap();
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let (mut atlas_x, mut atlas_y) = match details.gpu_cache {
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