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Improve text rendering output #207
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A problem related to transferring the text to the screen is
Seems that ideally when the rendered output of the text matches exactly the rasterized text (as it should) we'd like to transfer the pixels directly (pixel per pixel) to the render target color buffer. Theoretically one could resolve the MSAA FBO RT color buffer and then use a compute shader to write to the color buffer texture but this would not work when there's a need to do stencil testing. |
Change text rendering (text material) text filtering mode and just force/use linear min/mag filtering for now. Using a better filtering (with mipmaps) would require that the rasterized text is a power of two (on ES2/WASM). But this already seems to improve the text somewhat. Issue #207
Change text rendering (text material) text filtering mode and just force/use linear min/mag filtering for now. Using a better filtering (with mipmaps) would require that the rasterized text is a power of two (on ES2/WASM). But this already seems to improve the text somewhat. Issue #207
Find a way to improve the text rendering output.
The attached screenshot shows multiple problems:
The text was updated successfully, but these errors were encountered: