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AtlasEngine: Improve appearance of curly underlines #17501
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zadjii-msft
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Jul 2, 2024
DHowett
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Jul 2, 2024
color = all(cell < backgroundCellCount) ? background[cell] : backgroundColor; | ||
weights = float4(1, 1, 1, 1); | ||
break; | ||
} | ||
case SHADING_TYPE_TEXT_GRAYSCALE: | ||
{ | ||
// These are independent of the glyph texture and could be moved to the vertex shader or CPU side of things. | ||
const float4 foreground = premultiplyColor(data.color); |
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??? did we learn something new about const
here?
DHowett
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did we make a similar mistake with BackendD2D?
DHowett
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We'd previously subtract one underline-height from the curly line offset, even though we already had subtracted its complete height. Additionally, the pixel shader received some fine tuning: * Shrink the stroke width so that the anti-aliasing can be seen all the way up to the horizontal edges of the bounding box. * Add a phase shift to break apart the symmetry of the curve. Closes #17482 Co-authored-by: Carlos Zamora <[email protected]> (cherry picked from commit ad3797a) Service-Card-Id: 92942049 Service-Version: 1.21
DHowett
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It's a feature request, but it doesn't really need a major design.
Priority-3
A description (P3)
Product-Terminal
The new Windows Terminal.
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Nov 1, 2024
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Area-AtlasEngine
Issue-Task
It's a feature request, but it doesn't really need a major design.
Priority-3
A description (P3)
Product-Terminal
The new Windows Terminal.
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We'd previously subtract one underline-height from the curly line
offset, even though we already had subtracted its complete height.
Additionally, the pixel shader received some fine tuning:
all the way up to the horizontal edges of the bounding box.
Closes #17482
Co-authored-by: Carlos Zamora [email protected]