forked from mia/Aegisub
Make OpenGLTextTexture use the smallest texture that is large enough to fit the requested glyph rather than always using 256x256
Originally committed to SVN as r4250.
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27a159793a
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c3a986414c
1 changed files with 4 additions and 3 deletions
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@ -267,7 +267,7 @@ OpenGLTextGlyph OpenGLText::CreateGlyph(int n) {
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// No texture could fit it, create a new one
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if (!ok) {
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textures.push_back(new OpenGLTextTexture(256,256));
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textures.push_back(new OpenGLTextTexture(glyph.w,glyph.h));
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textures.back()->TryToInsert(glyph);
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}
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@ -285,8 +285,9 @@ OpenGLTextGlyph OpenGLText::CreateGlyph(int n) {
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OpenGLTextTexture::OpenGLTextTexture(int w,int h) {
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// Properties
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x = y = nextY = 0;
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width = SmallestPowerOf2(w);
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height = SmallestPowerOf2(h);
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width = max(SmallestPowerOf2(w), 64);
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height = max(SmallestPowerOf2(h), 64);
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width = height = max(width, height);
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tex = 0;
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// Generate and bind
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