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🦅🦁 Fast, simple 2D text renderer for wgpu

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Currently we snap to the nearest pixel so kind of avoid this. We probably want to have a strategy for handling subpixel positioning and AA generally. This can be difficult...

Handle text overflow outside of layouts through culling and clipping. Culling: - We could cull on the CPU, e.g. if all or any glyph's vertex is outside the layout then...

When storage buffers area available (e.g. not WebGL), we could use storage buffers and vertex pulling as an optimization

It's a bit difficult to organize fonts/layouts and pass them to renderer. Consider some other way to handle fonts, layouts, etc., possibly wrapping all of fontdue to remove fontdue from...

Consider handling scale, shear, rotation, etc., at least for typical 2D use cases Also related to #3 because pixel snapping wouldn't work well depending on the transformation.

Cull glyphs fully outside the bounds, and clip glyphs intersecting the bounds. This is all done on the CPU for now. Fixes #2 We'll wait on a new version of...

This PR adds `transform: Mat3` to TextArea so that a user can provide any transform. There is no subpixel handling but looks clean on 90/180/270 rotations. ![Screenshot from 2023-11-20 00-17-12](https://github.com/grovesNL/glyphon/assets/1851290/60d29838-bcaa-4f3c-848a-c149f16bcc2c)...

Hey there, Im working on an IDE and running the example code in this repo, I get an error in the browser: ```panicked at /Users/user/.cargo/registry/src/index.crates.io-6f17d22bba15001f/cosmic-text-0.10.0/src/shape.rs:217:33: no default font found``` What...