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