
Doin' stuff with computers.
Current: Fictions
Former: Annapurna Interactive, Velan Studios, Vicarious Visions, 1st Playable.
Opinions are my own.
| Website | https://brettlajzer.com |
| Pronouns | He/Him |
| 🏳️🌈 | 🏳️🌈 |
Doin' stuff with computers.
Current: Fictions
Former: Annapurna Interactive, Velan Studios, Vicarious Visions, 1st Playable.
Opinions are my own.
| Website | https://brettlajzer.com |
| Pronouns | He/Him |
| 🏳️🌈 | 🏳️🌈 |

I wrote a big 'ole blog post about the process of developing the text editor I now daily-drive, complete with technical details about the implementation and some fun solutions I found along the way.
Perhaps some of you folks will enjoy it.
@lisyarus @AminiAllight Does it go away if you use textureLod() and specify a constant mip value (i.e. 0)?
If so, and if all of your tiles are the same resolution, you could use textureQueryLod() on a constant texture (maybe just the first one in the texture array) to compute the correct mip value.
If not, then you'll need to sample all of the possible textures and select which is the correct one afterward (as @lisyarus previously suggested).
@lisyarus @AminiAllight I think it might be this.
Looking at the code you linked elsewhere, I think you might be running into undefined behavior caused by divergence in your shader because the image you're sampling can vary within a given screen quad (not mesh).
HarfBuzz 13.0.0 released with new experimental features: `hb-vector` for vector output of glyph outlines to SVG and `hb-raster` for rasterizing glyphs to A8 / BGRA32 images, among other features. I would like to welcome our new contributors: Claude & Codex, without whom these new features would not have been possible. https://github.com/harfbuzz/harfbuzz/releases/tag/13.0.0