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| author | quarrel07 <178681861+quarrel07@users.noreply.github.com> | 2026-07-19 07:12:17 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-07-19 16:12:17 +0200 |
| commit | 582900a1b9198bc941d139b0374b92a178c27efe (patch) | |
| tree | a58962f31b1a7c55a63c0de2bff12be9131d3777 /src/engine/CoreMath.h | |
| parent | 6ed9a8ad288aebd6438af924e2de9f4061f99fb9 (diff) | |
macOS: sharp ImGui menu text on Retina at every menu scale (#714)
* macOS: sharp ImGui menu text on Retina at every menu scale
On a HiDPI display the ImGui overlay renders into a 2x framebuffer, but
the glyph atlas is rasterized at the logical point size and stretched up
by DisplayFramebufferScale, so all menu text looks fuzzy.
Set ImFontConfig::RasterizerDensity on the game fonts and the merged
FontAwesome icons: glyphs rasterize at higher resolution without
changing logical size or layout. Baked at retinaScale (2.0) times the
Menu Scale slider's maximum (2.0) so the runtime FontGlobalScale only
ever downsamples a high-res atlas instead of stretching a low-res one,
keeping text crisp at every Menu Scale setting. Standard-DPI displays
just get a supersampled atlas (identical layout, slightly sharper).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Shorten the RasterizerDensity comment
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Diffstat (limited to 'src/engine/CoreMath.h')
0 files changed, 0 insertions, 0 deletions
