Mitchell Hashimoto
|
7ff76ca00d
|
terminal/kitty-gfx: respect display c/r params
|
2023-08-22 14:43:50 -07:00 |
|
Mitchell Hashimoto
|
3bbfee676b
|
terminal/kitty-gfx: process source rectangle display params
|
2023-08-22 14:33:41 -07:00 |
|
Mitchell Hashimoto
|
84c72bbe46
|
renderer/metal: honor cell offset graphics command
|
2023-08-22 13:28:40 -07:00 |
|
Mitchell Hashimoto
|
5a9bbcbc2d
|
renderer/metal: clip image if necessary off top of viewport (scrolling)
|
2023-08-22 11:32:45 -07:00 |
|
Mitchell Hashimoto
|
cb70d86c00
|
renderer/metal: emit draw calls for images
|
2023-08-22 10:12:40 -07:00 |
|
Mitchell Hashimoto
|
e665fc6741
|
renderer/metal: first pass at an image shader
|
2023-08-22 09:20:30 -07:00 |
|
Mitchell Hashimoto
|
0ca6957d0c
|
renderer/{metal,opengl}: need to premult our cell alpha to have effect
|
2023-08-18 18:38:47 -07:00 |
|
Mitchell Hashimoto
|
cf519bcd75
|
Use procedurally generated sprites for cursors rather than shaders
|
2023-03-04 15:14:10 -08:00 |
|
Mitchell Hashimoto
|
60b2603304
|
metal: premult alpha for fg color
|
2023-02-24 08:39:55 -08:00 |
|
Mitchell Hashimoto
|
35cb9d20b1
|
opengl: use premult alpha on fg color to avoid dark edges
This avoids an issue I only see in some renderers where the edges of
textures show up with a blurry border. Reading here:
https://www.realtimerendering.com/blog/gpus-prefer-premultiplication/
|
2023-02-24 07:57:50 -08:00 |
|
Mitchell Hashimoto
|
379072566f
|
remove underline support from shaders since we now use sprites
|
2022-11-27 16:18:00 -08:00 |
|
Mitchell Hashimoto
|
18de7cd2ef
|
Move shaders into the renderer dir
|
2022-11-15 13:10:43 -08:00 |
|