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Fixed some typos. (#7282)
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@ -68,7 +68,7 @@ Other changes:
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update stopped setting default values. (#7232) [@GrigoryGraborenko]
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- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya]
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- Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
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- Internals: Various improvements related to yet unpublicized shortcut routing and input ownerhip
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- Internals: Various improvements related to yet unpublicized shortcut routing and input ownership
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systems.
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@ -53,7 +53,7 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
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This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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Some solutions:
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality looss.
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
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Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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- Reduce glyphs ranges by calculating them from source localization data.
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You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
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