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Reverting TextureCollection padding change
After doing a review of the text rendering code trying to figure out if anything had changed that could account for glyphs looking different than they did in v0.10, I realized the texture collection code to deal with padding for MSAA was a red herring -- the texture is explicitly created without multisampling. The artifacting was caused by glyphs sometimes being rendered at subpixel offsets. The only other change didn't visually affect layout as far as I could tell, but it's technically more correct -- instead of Kludgine rounding the run origin, the rounding happens by cosmic_text's physical glyph function. In theory this might account for slight shifts of individual runs, but in the limited test I was performing nothing changed.
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