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Vladimír Vondruš
89af6ff82e
TextureTools: fix DistanceField to not be slightly shifted.
...
The original implementation wrongly assumed that the input and output
pixel centers align, which would only be a case if the ratio of the
input and output sizes would be odd. Which it in practice isn't, usually
it's a 1024x1024 texture scaled down to 128x128 or something like that.
The flipped test cases added in the previous commit now pass.
According to the benchmark, the new code is very slightly slower (~815
µs vs ~805 before). The new code isn't really more complex than the old
one, it just does slightly different work -- there are new corner case
in the initial logic for marking the pixel inside or outside, on the
other hand some corner cases that had to be handled in the previous case
are no longer a thing.
3 years ago
..
Animation
Consistently use "out of range" instead of "out of bounds".
3 years ago
Audio
Document what the remaining <utility> includes are for.
3 years ago
DebugTools
DebugTools: clarify textureSubImage() docs.
3 years ago
GL
GL: document that Luminance formats can't be used in framebuffers.
3 years ago
Implementation
Use Utility::move() and swap() instead of STL almost everywhere.
3 years ago
MaterialTools
Use Utility::move() and swap() instead of STL almost everywhere.
3 years ago
Math
Math: support packed debug output for Range.
3 years ago
MeshTools
Math: remove std::tuple Color APIs deprecated in 2019.10.
3 years ago
Platform
Platform: properly link GLX apps to libGLX on an GLES + EGL build.
3 years ago
Primitives
Math: remove remaining uses of std::pair.
3 years ago
SceneGraph
It's 2023 already!
3 years ago
SceneTools
SceneTools: properly describe plugin dependencies of a test.
3 years ago
ShaderTools
Use Utility::move() and swap() instead of STL almost everywhere.
3 years ago
Shaders
Shaders: drop useless const from function declarations.
3 years ago
Test
Use Utility::move() and swap() instead of STL almost everywhere.
3 years ago
Text
Text: rethink AbstractShaper::shape() empty input and failure behavior.
3 years ago
TextureTools
TextureTools: fix DistanceField to not be slightly shifted.
3 years ago
Trade
DebugTools,Trade: adapt to Corrade's Utility::String changes.
3 years ago
Vk
GL,Vk: inverse mapping of {Texture,Pixel}Format to generic PixelFormat.
3 years ago
AbstractResourceLoader.h
It's 2023 already!
3 years ago
Array.h
It's 2023 already!
3 years ago
British.h
It's 2023 already!
3 years ago
CMakeLists.txt
CMake: add a MAGNUM_BUILD_STATIC_UNIQUE_GLOBALS_DLL_NAME option.
3 years ago
DimensionTraits.h
It's 2023 already!
3 years ago
FileCallback.cpp
It's 2023 already!
3 years ago
FileCallback.h
It's 2023 already!
3 years ago
Image.cpp
Use Utility::move() and swap() instead of STL almost everywhere.
3 years ago
Image.h
Use Utility::move() and swap() instead of STL almost everywhere.
3 years ago
ImageFlags.cpp
It's 2023 already!
3 years ago
ImageFlags.h
It's 2023 already!
3 years ago
ImageView.cpp
It's 2023 already!
3 years ago
ImageView.h
It's 2023 already!
3 years ago
Magnum.h
CMake: add a MAGNUM_BUILD_STATIC_UNIQUE_GLOBALS_DLL_NAME option.
3 years ago
Mesh.cpp
It's 2023 already!
3 years ago
Mesh.h
It's 2023 already!
3 years ago
PixelFormat.cpp
It's 2023 already!
3 years ago
PixelFormat.h
GL: implement PixelFormat mapping to unsized/luminance ES2 TextureFormat.
3 years ago
PixelStorage.cpp
It's 2023 already!
3 years ago
PixelStorage.h
Document what the remaining <utility> includes are for.
3 years ago
Resource.cpp
It's 2023 already!
3 years ago
Resource.h
Revert "Amazing, now I get swap() conflicts from the other side, F.F.S."
3 years ago
ResourceManager.h
It's 2023 already!
3 years ago
Sampler.cpp
It's 2023 already!
3 years ago
Sampler.h
It's 2023 already!
3 years ago
Tags.h
It's 2023 already!
3 years ago
Timeline.cpp
It's 2023 already!
3 years ago
Timeline.h
It's 2023 already!
3 years ago
Types.h
It's 2023 already!
3 years ago
VertexFormat.cpp
It's 2023 already!
3 years ago
VertexFormat.h
It's 2023 already!
3 years ago
configure.h.cmake
It's 2023 already!
3 years ago
version.h.cmake
It's 2023 already!
3 years ago
visibility.h
It's 2023 already!
3 years ago