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Add comment explaining texelSize value

This commit is contained in:
Andrei Zavatski 2023-02-03 10:32:41 +03:00
parent 175b9fc5c9
commit 14524237ac

View File

@ -253,7 +253,6 @@ namespace osu.Game.Graphics.Backgrounds
private class TrianglesDrawNode : DrawNode
{
private float fill = 1f;
private float texelSize = 0f;
protected new Triangles Source => (Triangles)base.Source;
@ -295,6 +294,11 @@ namespace osu.Game.Graphics.Backgrounds
vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
}
//Due to triangles having various sizes we would need to set a different "texelSize" value for each of them, which is insanely expensive, thus we should use one single value.
//texelSize computed for an average triangle (size 100) will result in big triangles becoming blurry, so we may just use 0 for all of them.
//But we still need to specify at least something, because otherwise other shader usages will override this value.
float texelSize = 0f;
shader.Bind();
shader.GetUniform<float>("thickness").UpdateValue(ref fill);
shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);