-
-
Notifications
You must be signed in to change notification settings - Fork 49
Add TextEffect compositing #495
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
Merged
RandyGaul
merged 4 commits into
RandyGaul:master
from
waldnercharles:cute_draw/composite-text-effects
Mar 20, 2026
Merged
Changes from all commits
Commits
Show all changes
4 commits
Select commit
Hold shift + click to select a range
e454955
Add TextEffect compositing
waldnercharles ca27f4f
Fix per-glyph strikethrough for proportional fonts
waldnercharles 21b0049
Prevent updating effect_state->elapsed multiple times per frame
waldnercharles d5afacd
Enforce deterministic order for text effects sharing the same index
waldnercharles File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -62,6 +62,7 @@ struct CF_Strike | |
| { | ||
| CF_V2 p0, p1; | ||
| float thickness; | ||
| CF_Color color; | ||
| }; | ||
|
|
||
| struct CF_DrawUniform | ||
|
|
||
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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 understand.
Is this included so that the elapsed time is only ticked once per frame?
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.
Yeah, that's exactly right. Without it, an effect's elapsed time was being incremented multiple times per frame. I can't remember if this was because of the while loop I introduced to support compositing effects, or if it happened after I ran multiple effects with the same text_id via
cf_draw_push_text_idThere 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.
If we're looking for something more explicit I could introduce another bool, but, this one seemed to have the same lifetime semantics that I needed.