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Docs: reworked Changelog, comments.
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@@ -4840,7 +4840,7 @@ static void ImFontAtlasBuildUpdateTexDataBasic(ImFontAtlas* atlas)
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static int InitCornerGeometry(float cx, float cy, float rounding, float circle_segment_max_error, ImVec2* line_normals, float* line_distances)
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{
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// This tries to quite faithfully replication how we render the corners using tessellation.
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// This tries to quite faithfully replicate how we render the corners using tessellation.
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// Older code sampled a circle SDF directly, but it had clearly visible discrepancy between the baked corners
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// and tessellated corners due to circle_segment_max_error.
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@@ -5089,9 +5089,9 @@ static void ImFontAtlasBuildUpdateTexDataLines(ImFontAtlas* atlas)
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}
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{
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// Calculate super sampled lin textures for smaller line widths to make transition between sizes smoother.
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// Calculate super sampled line textures for smaller line widths to make transition between sizes smoother.
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// Calc ramp used for all the textures.
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// Calculate ramp used for all the textures.
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ImU8 ramp[IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT];
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for (int n = 0; n < IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT; n++)
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ramp[n] = (ImU8)(((float)n / IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT) * 255.0f);
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@@ -5108,7 +5108,7 @@ static void ImFontAtlasBuildUpdateTexDataLines(ImFontAtlas* atlas)
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// To super 2x sample that signal, we end up with following texture:
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// [ 0 | .5 | 1 | .5 | 0 ]
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// :.......................:
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// One might think that there should be 2 opaque pixels the the middle section, but no singe we're super sampling the triangle signal.
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// One might think that there should be 2 opaque pixels in the middle section, but no since we're super sampling the triangle signal.
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const int line_width = 1 + n;
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IM_ASSERT(IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT + line_width + IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT <= r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
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