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authorAlex Fraser <alex@phatcore.com>2012-02-04 05:51:59 +0400
committerAlex Fraser <alex@phatcore.com>2012-02-04 05:51:59 +0400
commita05fdb837b89f2fba04587e99d0eecaa9cf174c3 (patch)
tree3739d95c3a2b10d1ae7cc8a0723ba3cb19924e0a /source/blender/blenkernel/intern/seqeffects.c
parentdc97e07134c48aacf5e3de4436d70e7b71fbecaa (diff)
Fix for aliased fonts in the game engine.
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
Diffstat (limited to 'source/blender/blenkernel/intern/seqeffects.c')
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