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rgba32float texture is way too big, it crashes Webkit on iphone.
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What is the plan is to store just curve index + t value in a r16float.
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TO know if you are inside or outside we can store red channe lwit hnegative or positive value... OR
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Switch from using raycasting/widning number and dissallow hoels in a shape UNLESS we do it intentionally by boolean oepration (so inner curve direciton is reversed) or in fonts (so their inner cuvre direciton is reversE).
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This way we can use jsut tangent fast oepraiton in FRAGMENT SHADER to determine where pixels lives.
Each Pull Request has to be merged with squash, the following naming convention needs to be respected:
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Each Pull Request has to be merged with squash (currnetly to `main`, we have dropped `next` branch),, the following naming convention needs to be respected:
@@ -35,14 +35,14 @@ npm link @mateuszjs/magic-render
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In the repo where you want to put local version of the package.
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Remember to build package to see an update!
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# Glossary
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##Glossary
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## Units:
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###Units:
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viewport - value expressed in pixels which will be rendered on the screen. This is exavtly how many pixels will be rendered, already includes retina. It's device physical pixel, not CSS pixel.
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-`Viewport`- value expressed in pixels which will be rendered onto the screen. Represents exactly how many pixels will be rendered, already includes retina/non-retina. It's physical device pixel, not CSS pixel.
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world - values expressed in abstract units used in project. This unit is absolute, never changes, does not depend on anything. This is how all sizes of all assets and assets' properties are kept expressed.
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-`World`- values expressed in abstract units used in projects. This unit is absolute, never changes, does not depend on anything. This is how all sizes of all assets and assets' properties are kept expressed in zig state and snapshots.
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texel - value expressed in texels, ususally in SDF texture texels. It corresponds to how many texels will be used in the SDF texture.
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-`Texel`- value expressed in texels (pixel but for texture), usually in SDF texture texels. It corresponds to how many texels will be used in the SDF texture.
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Often when no unit is used, value is expressed in world coordinates OR the unit is obvious from the function context.
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_Often when no unit is used, a value is expressed in the world coordinates OR the unit is obvious from the context._
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