mirror of https://github.com/stella-emu/stella.git
505a38057d
characters were stored in one texture, and pieces of that were carved out when a particular character was needed. That approach left visual artifacts in GL_LINEAR mode because of the way OpenGL divides up textures (clamped to [0,1]). The new approach is to use 256 8x8 textures, and draw them separately. It actually makes the drawText() and drawChar() methods much shorter. This may be slightly slower than before, but since large numbers of characters are only ever drawn when needed (versus at the current framerate), I don't think the speed difference will be noticed. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@203 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba |
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