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renderer: do not constrain color glyphs
There is no reason to and I do not know where this assumption came from. It's very possible for a colored glyph to (intentionally!) exceed the cell bounds, and we shouldn't be stopping this...
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@ -256,9 +256,7 @@ vertex CellTextVertexOut cell_text_vertex(
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offset.y = uniforms.cell_size.y - offset.y;
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// If we're constrained then we need to scale the glyph.
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// We also always constrain colored glyphs since we should have
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// their scaled cell size exactly correct.
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if (in.mode == MODE_TEXT_CONSTRAINED || in.mode == MODE_TEXT_COLOR) {
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if (in.mode == MODE_TEXT_CONSTRAINED) {
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float max_width = uniforms.cell_size.x * in.constraint_width;
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if (size.x > max_width) {
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float new_y = size.y * (max_width / size.x);
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@ -208,10 +208,8 @@ void main() {
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glyph_offset_calc.y = cell_size_scaled.y - glyph_offset_calc.y;
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// If this is a constrained mode, we need to constrain it!
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// We also always constrain colored glyphs since we should have
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// their scaled cell size exactly correct.
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vec2 glyph_size_calc = glyph_size;
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if (mode == MODE_FG_CONSTRAINED || mode == MODE_FG_COLOR) {
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if (mode == MODE_FG_CONSTRAINED) {
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if (glyph_size.x > cell_size_scaled.x) {
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float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x);
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glyph_offset_calc.y = glyph_offset_calc.y + ((glyph_size.y - new_y) / 2);
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