forked from bartvdbraak/blender
a05fdb837b
- 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. |
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blender | ||
blenderplayer | ||
creator | ||
darwin | ||
gameengine | ||
icons | ||
tests | ||
CMakeLists.txt | ||
SConscript |