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implemented unicode support and generation of font atlas texture
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@@ -1,4 +1,20 @@
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- maybe force the window to be a specific resolution
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- border decorations for shapes
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- look into SDF/vector text
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- unicode support?
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- remove the hardcoded 1920 and 1080 values when applying relative pixel constraints
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and replace them with the screen's currently active resolution
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text rendering improvements
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- [x] unicode support (allows for non-ascii characters)
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- [x] atlas texture for text glyphs (this means we only load in one texture for all text)
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- SDF generation allowing for better text scaling (slower but visually better)
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- SDF is too slow if we want to support unicode. it's acceptably fast for ascii only though.
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- An alternative is to use MSDF at a much lower pixel height (e.g 16) which results in
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better scaling than SDF (almost perfect) and is fast enough to include unicode.
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- Another alternative is using a pre-baked SDF texture atlas. This is the fastest
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but it's also the least flexible because we can't load arbitrary fonts
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- Maybe also rendering text as vector using bezier curves. Sounds like a lot of work though.
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Will probably end up using MSDF (if I can get it to work with C lol)
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- instanced rendering for text (this means we only have to do one draw call for all text)
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