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Fix unreadable overlay elements in 3D view on XWayland/Intel (#11557)
Fix unreadable overlay elements in 3D view on XWayland/Intel - closes #10287
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@@ -2781,6 +2781,11 @@ void ImGuiWrapper::init_font(bool compress)
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builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
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io.Fonts->Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;
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// TexDesiredWidth will be increased adaptively below if the built height
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// exceeds GL_MAX_TEXTURE_SIZE. Leave it at 0 so ImGui picks the minimum
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// width for small glyph sets and we only widen when actually necessary.
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io.Fonts->TexDesiredWidth = 0;
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ImFontConfig cfg = ImFontConfig();
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cfg.OversampleH = cfg.OversampleV = 1;
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//FIXME replace with io.Fonts->AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, m_font_size, nullptr, ranges.Data);
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@@ -2852,7 +2857,23 @@ void ImGuiWrapper::init_font(bool compress)
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io.Fonts->AddCustomRectFontGlyph(default_font, icon.first, icon_sz * 4, icon_sz * 4, 3.0 * font_scale + icon_sz * 4);
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}
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// Build texture atlas
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// Build texture atlas, widening it if the height would exceed GL_MAX_TEXTURE_SIZE.
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// Increasing the width allows the packing algorithm to grow more horizontally which reduces the height.
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io.Fonts->Build();
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GLint gl_max_tex_size = 0;
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glsafe(::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max_tex_size));
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constexpr int max_retries = 6;
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for (int attempt = 0; attempt < max_retries && io.Fonts->TexHeight > gl_max_tex_size; ++attempt) {
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io.Fonts->TexDesiredWidth = (io.Fonts->TexDesiredWidth > 0 ? io.Fonts->TexDesiredWidth : io.Fonts->TexWidth) * 2;
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io.Fonts->Build();
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}
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if (io.Fonts->TexHeight > gl_max_tex_size) {
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// Shouldn't really happen
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BOOST_LOG_TRIVIAL(error) << "Font atlas height " << io.Fonts->TexHeight
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<< " still exceeds GL_MAX_TEXTURE_SIZE (" << gl_max_tex_size << ")"
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<< " after " << max_retries << " attempts; rendering may be incomplete";
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}
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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