-
-
Notifications
You must be signed in to change notification settings - Fork 313
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix blurry text #1494
Fix blurry text #1494
Changes from all commits
530cc27
1fdd3c8
939bc78
0ce4837
4ad5ea5
9060989
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -17,7 +17,6 @@ using .GLAbstraction | |
const atlas_texture_cache = Dict{Any, Tuple{Texture{Float16, 2}, Function}}() | ||
|
||
function get_texture!(atlas) | ||
Makie.set_glyph_resolution!(Makie.High) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Is this necessary? If it is we should probably have GLMakie set the glyph resolution on init, not here. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
That's already the case. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Uh, I think I added this, to make sure Makie gets the correct texture atlas - sadly this is a Makie global variable... E.g., when using GLMakie, then WGLMakie and then switching back to GLMakie you'll get pretty weird artifacts There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Ok, nvm, this works on an existing texture atlas... There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I used to get artifacts when doing |
||
# clean up dead context! | ||
filter!(atlas_texture_cache) do (ctx, tex_func) | ||
if GLAbstraction.context_alive(ctx) | ||
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I should probably check if that changed anything. For text it was irrelevant, but maybe it matters for scatter?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't see a difference in characters scatters. I guess it's fine