fix bug of bleeding styled text

This commit is contained in:
Jeremie Roy 2013-05-08 19:53:21 +02:00
Родитель a69a483de3
Коммит 043a062346
1 изменённых файлов: 8 добавлений и 15 удалений

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@ -465,23 +465,16 @@ void FontManager::init()
m_cachedFonts = new CachedFont[MAX_OPENED_FONT];
m_buffer = new uint8_t[MAX_FONT_BUFFER_SIZE];
const uint32_t W = 3;
// Create filler rectangle
uint8_t buffer[4*4*4];
memset( buffer, 255, 4 * 4 * 4);
uint8_t buffer[W*W*4];
memset( buffer, 255, W * W * 4);
m_blackGlyph.m_width=3;
m_blackGlyph.m_height=3;
bool addResult = addBitmap(m_blackGlyph, buffer);
BX_UNUSED(addResult);
BX_CHECK( addResult , "unable to add white glyph" );
//make sure the black glyph doesn't bleed
/*int16_t texUnit = 65535 / m_textureWidth;
m_blackGlyph.texture_x0 += texUnit;
m_blackGlyph.texture_y0 += texUnit;
m_blackGlyph.texture_x1 -= texUnit;
m_blackGlyph.texture_y1 -= texUnit;*/
m_blackGlyph.m_width = W;
m_blackGlyph.m_height = W;
///make sure the black glyph doesn't bleed by using a one pixel inner outline
m_blackGlyph.m_regionIndex = m_atlas->addRegion(W, W, buffer, AtlasRegion::TYPE_GRAY, 1 );
}
FontManager::~FontManager()