On 04/15/2016 02:01 PM, Mário Luzeiro wrote:
> Here is the result of my test (attached)
> 
> Question: Is the text rendered every draw frame?
> 
> If yes:
> My suggestion was to clamp to a max size (in order to render the text 1:1 on 
> relation to the font pixel size in the texture) and to a minimum (or not 
> display it.. )
> See the too_big.png issue.
> I think as this is informative text it can be render dynamically and doesn't 
> not matter the exactly position / scale.

Maybe it would be enough just to double the font atlas texture size? I
suppose people do not spend much time staring at pads at such zoom
level, so it should not be a major problem.

I like when KiCad looks nice, but it is not the main objective here, so
we have to decide when it looks good enough.

> mipmap_spacing_issue.png:
> I notice for some zoom levels that there are "blur margin" effects issues.
> I believe it may be fixed if you increase the spacing of the chars in the 
> texture. (So you may need to decrease the font size to keep the same texture 
> size)

Good point, I have not noticed them before. From what I see, it is a
byproduct of OpenGL way of mipmapping. I will have a look at it.

Regards,
Orson

> Mario
> 
> ________________________________________
> From: Kicad-developers 
> [kicad-developers-bounces+mrluzeiro=ua...@lists.launchpad.net] on behalf of 
> jp charras [jp.char...@wanadoo.fr]
> Sent: 15 April 2016 11:39
> To: kicad-developers@lists.launchpad.net
> Subject: Re: [Kicad-developers] Bitmap fonts
> 
> Le 15/04/2016 11:21, Maciej Sumiński a écrit :
>> On 04/14/2016 06:39 PM, Simon Richter wrote:
>>> Hi,
>>>
>>> On 14.04.2016 11:33, Maciej Sumiński wrote:
>>>
>>>> Currently, the most expensive thing to draw is stroked text, as there
>>>> are lots of labels on tracks and pads. To reduce the drawing cost (and
>>>> memory requirements), texts that are not targeted to Gerber files (i.e.
>>>> pad & track labels) might be displayed using bitmap fonts. This way, a
>>>> single letter cost is reduced from tens of triangles to just two.
>>>
>>> Do these actually need to be stored, or can they be generated on the fly
>>> from some simpler representation?
>>>
>>>    Simon
>>
>> Previously they were generated on the fly for every frame. Storing them
>> occupied a lot of memory, so I decided to generate them only when
>> appropriate (i.e. they are in the current view area and the zoom level
>> is high enough).
>>
>> Another solution that comes to my mind is some kind of
>> pseudo-instancing, where the stroked font lines are stored once and the
>> video card receives only a range of indexes to draw and a transformation
>> matrix to apply. That should be not that hard to introduce.
>>
>> Still, it is hard to beat 2 triangles per character. I am willing to
>> increase the font texture atlas resolution if people are not satisfied
>> with the outcome.
>>
>> Regards,
>> Orson
> 
> Orson,
> 
> I just tested your last version, and I find the result rather good.
> 
> Only one thing: I have some trouble to understand the criteria used to decide 
> if pad numbers and net
> names are shown or not:
> For a given pad (i.e. font size), it depends not only on the zoom level (this 
> is what I was
> expecting), but also on other things like the fact you are zooming from high 
> level to low level or
> the opposite, and the board area shown on screen.
> 
> Thanks.
> 
> 
> --
> Jean-Pierre CHARRAS
> 
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