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Draw API refactored, no more DrawTextNormal and DrawTextSDF, and no more seperate SDF text options. Everything falls under DrawText().
Reduced amount of seperate buffers, now we simply have DrawBuffer and DrawBufferText. This will effectively reduce the amount of draw calls with better batching.
No more SDF related options are supplied in DrawText calls. It's user space responsibility as SDF would be rendered via user shaders, so now removed from the API. You can make use of void* userData in the StyleOptions as well as TextOptions to point to your material, this will ensure different materials will be given via different buffers.
Changelog 2.1.1
Minor fixes regarding texture atlases.
Changelog 2.1.0
Breaking ⚠️
Text structure has been carried to local space as well. Now there are callbacks to implement similar to previous Drawer API change.
Font loading API has changed. All atlas functions are now crunched to single AtlasNeedsUpdate callback. Atlas management is not cleaner and supports unloading fonts (where the atlas space reserved for the font is given back to the atlas).
LinaVGFont struct renamed to Font.
SimpleTextBuffer and SDFTextBuffer now has directly LinaVG::Font* handle instead of 32 bit texture handle.
Font struct now has Atlas* member variable for the atlas it was assigned to.
Other
Silence some FreeType warnings on MSCV.
Fix for some rounding errors.
Fix for outline thickness normals.
Changelog 2.0.1
Patching 2.0.0 over for example application related fixes.
Changelog 2.0.0
Breaking ⚠️
API has changed, no more global draw state. All draw/render related functionality is encapsulated into LinaVG::Drawer object. This is extremely useful for multithreading APIs, as now each thread can have it's own objects. Wiki's have been updated.
Other
CMake fixes.
Corrections to SDF text size calculations.
Texts
Font loader now omits empty glyphs to save CPU time.
Letter wrap on top of word wrap is now supported.
Texts now have custom CPU clipping, e.g. ditching vertices outside of clip area.