Store colors in TextLayoutInfo
and extraction buffers per per glyph/slice
#18849
Labels
A-Rendering
Drawing game state to the screen
A-Text
Rendering and layout for characters
C-Code-Quality
A section of code that is hard to understand or change
C-Performance
A change motivated by improving speed, memory usage or compile times
What problem does this solve or what need does it fill?
With per section color storage:
TextColor
components seperately, adding extra complexity to the extraction function and degrading performance.What solution would you like?
Store colors in
TextLayoutInfo
and the extraction buffers per per glyph/sliceAlternatives
We could store the colors in a separate list of
(Color, Range<usize>)
or something.The synchronisation would add complexity though and for games it's common to have large numbers of small text labels where per glpyh storage should be more efficient.
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