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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 07:46:12 +03:00
update some comments
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@ -61,7 +61,9 @@ void main() {
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gl_Position = projection * vec4(cell_pos, 0.0, 1.0);
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gl_Position = projection * vec4(cell_pos, 0.0, 1.0);
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color = bg_color_in / 255.0;
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color = bg_color_in / 255.0;
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} else {
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} else {
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// TODO: why?
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// The glyph offset is upside down so we need to reverse it to
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// be based on the offset of our cell. This is equivalent to
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// "1 - value" to flip the value.
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vec2 glyph_offset_calc = glyph_offset;
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vec2 glyph_offset_calc = glyph_offset;
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glyph_offset_calc.y = cell_size.y - glyph_offset.y;
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glyph_offset_calc.y = cell_size.y - glyph_offset.y;
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@ -245,6 +245,7 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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if (cell.empty()) continue;
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if (cell.empty()) continue;
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// Get our glyph
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// Get our glyph
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// TODO: if we add a glyph, I think we need to rerender the texture.
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const glyph = try self.font_atlas.addGlyph(self.alloc, cell.char);
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const glyph = try self.font_atlas.addGlyph(self.alloc, cell.char);
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self.cells.appendAssumeCapacity(.{
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self.cells.appendAssumeCapacity(.{
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