Leonard Hecker
Leonard Hecker
(Note: The look of 3 block shading glyphs was further improved in #16760) 
Hmm... The former happens due to this bit of code: https://github.com/microsoft/terminal/blob/2e8657b9dc14f9b77156769cc6a68d568513e2c5/src/renderer/atlas/BackendD3D.cpp#L1482-L1487 My intention there is to snap the given line to the nearest pixel center. This is particularly important for...
Should be better now. :) (I'll collapse the comments as the images are rather large on Desktop.)
Oooh... I see. Interesting. Cascadia never connects them through for any of the glyphs whereas the reference design does for all of them. My implementation is a mix of both....
```pwsh "`n ╠╡╢╣╤╥╦╧╨╩╪╫╬╭╮╰╯`e[41;92m░▒▓`e[m`n`n`e#6 ╠╡╢╣╤╥╦╧╨╩╪╫╬╭╮╰╯`e[41;92m░▒▓`e[m`n`n`e#3 ╠╡╢╣╤╥╦╧╨╩╪╫╬╭╮╰╯`e[41;92m░▒▓`e[m`n`e#4 ╠╡╢╣╤╥╦╧╨╩╪╫╬╭╮╰╯`e[41;92m░▒▓`e[m`n" ``` 
> I think that we should connect them for any L-shaped intersection, and not connect them for any T-shaped intersection. I believe that is the standard for the old CP437...
I think it gets cut off. It's probably due to rounding errors. I'm also not 100% sure that my math is completely correct.
> I think the loss of the "glyph retry" is because you split up allocation into a separate phase which could be independently retried after resetting the atlas? Yep! Got...
> [...] might mean you spend less effort on trying to reduce the artifacts of the renderer when joining full-block characters. Are you aware of an approach that does this...
> The only solution I can think of that would make it perfect is to retrieve the bounding box of the Full Block, round it to its nearest pixels boundary,...