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The orange status text (enabled via the TeapotMorph's red-halo-handle menu) is almost unreadable:
Each character is drawn using glBitmap(). WebGL does not have bitmap rendering, so I emulated it using a texture, a vertex/fragment shader, and drawing a quad. This is the implementation that needs fixing/reimplementing:
// OpenGL.glEnable(GL.COLOR_MATERIAL); // not implemented
// OpenGL.glEnable(GL.DITHER); // not implemented
OpenGL.glDisable(GL.TEXTURE_2D);
// OpenGL.glShadeModel(GL.SMOOTH); // not implemented
OpenGL.glPopMatrix();
OpenGL.glMatrixMode(GL.MODELVIEW);
OpenGL.glPopMatrix();
returntrue;
},
These implementations are very different, which may be the reason why one looks so much better than the other.
It's clear that in glBitmap() the rasterPos math is wrong (like the constant for bitmapScale which really needs to be calculated from the screen size). It might be best to scrap my glBitmap() altogether and start over from scratch.
Any ideas / code improvements welcome.
The text was updated successfully, but these errors were encountered:
The orange status text (enabled via the TeapotMorph's red-halo-handle menu) is almost unreadable:
![image](https://private-user-images.githubusercontent.com/733388/373059138-5647b1e3-8a62-4588-bcf4-2d5703438a6d.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzg5ODE3MjMsIm5iZiI6MTczODk4MTQyMywicGF0aCI6Ii83MzMzODgvMzczMDU5MTM4LTU2NDdiMWUzLThhNjItNDU4OC1iY2Y0LTJkNTcwMzQzOGE2ZC5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjA4JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIwOFQwMjIzNDNaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1iYzM0ZjEwOTUzNDk3NDA1Mjc4MGEzOTgwNDdmNmYzNjRlZTkyMWQ3YzVmMDdjMjY5YTUyMTYzNDdiMjE5NWY0JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.hoNvEg7uBA6QIC9cunruZyNjPSL5SQUz9SPP3LuLVmg)
Each character is drawn using glBitmap(). WebGL does not have bitmap rendering, so I emulated it using a texture, a vertex/fragment shader, and drawing a quad. This is the implementation that needs fixing/reimplementing:
jasmine/jasmine-opengl.js
Lines 292 to 447 in 7b134fa
However, you'll notice the Morphic overlay in the screenshot above looks fine. It uses
primitiveCompositeTexture
rather thanglBitmap()
.jasmine/jasmine-b3daccel-plugin.js
Lines 430 to 497 in 7b134fa
These implementations are very different, which may be the reason why one looks so much better than the other.
It's clear that in
glBitmap()
therasterPos
math is wrong (like the constant forbitmapScale
which really needs to be calculated from the screen size). It might be best to scrap myglBitmap()
altogether and start over from scratch.Any ideas / code improvements welcome.
The text was updated successfully, but these errors were encountered: