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I noticed some random artifacts when drawing some text at certain sizes. It was hard to predict when it would happen, and ultimately I discovered that when glphys that where located on the atlas next to each other were sampled, the neighboring glyph would bleed over. Many glphys have space on all sides, which makes the issue pretty minimal. Ultimately I discovered that this really only affected multisampling. I couldn't figure out a way to enforce that MSAA clamps at arbitrary locations, so instead I've made the TextureCollection automatically insert padding when multisampling is enabled. The coordinates being provided to the shader were whole number pixel coordinates. I do not think this was a problem of bad data going into the shader.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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